LavaLit

OpenBoR => Engine Center => Issues => Topic started by: Damon Caskey on May 28, 2007, 02:41:14 pm

Title: Bug Archive
Post by: Damon Caskey on May 28, 2007, 02:41:14 pm
Bug Archive:

The purpose of this log is to document known bugs and the progress on dealing with them. Please post bugs as you find them. Provide the following information or the post will be ignored:

-Version of Engine in use.
-Module in use.
-Step by step instructions on how to reproduce the bug.

This documentation is only for bugs and discrepancies in the engine. It is not a request or feature thread.

General Conventions:

{Value ? Default}: Parameters are shown with type of value and the default.
AI: Artificial intelligence. Basically, this is a vernacular referring to the computer control of any given entity.
Hostiles: In reference to a specific entity, hostiles means any opposing entities that this entity will attack when under AI control or vise versa.
PC: Player character. Any entity that is controlled directly by a player.
Enemy: Any AI controlled entity that defaults as hostile toward PCs and must be defeated to advance.
NPC: Any AI controlled entity that defaults as friendly toward PCs and need not be defeated to advance.
HP: Hit points. The measurement of an entity's health.
MP: Magic points. The measurement of an entity's magic.
(MH): This is an model header command. Example: "colourselect".
(LH): This is an level header command. Example: "lbarsize".
(EH): This is an entity header command. Example: "health".
(AC): This is an animation command. Example: "sound".
X: Horizontal movement or distance (left and right on screen).
Y: Vertical movement or distance (Jumping, flight, etc.)
Z: Movement or distance along depth plane (Up or down in relation to screen).

2.0900:

DC
Title: Re: Bug Archive
Post by: Orochi_X on May 29, 2007, 07:28:53 am
v2.0900  May 28 2007

Catalogue of problems with moving platforms (entities using the platform command).

Enemies dont seem to be able to move whilst the platform is moving. They walk on the spot.
Stars are not removed if they land on a platform. (enemies can walk into and get hit by them whilst the star is still on the platform)
sprite priorty is broken. (entities that should be behind others appear infront)
entities on platforms that move left/right or along z axis dont always get moved along with the platform (easiest way to see this is to grab an enemy. Sometimes hero moves while grabing , sometimes it's the enemy)
When a hero walks straight up/down on a platform that is using movea , the heroes walk anim is reset every time the platform moves ( walking left/right/diagonal appears fine)

I found all those whilst working on a new stage for my mod. I will post a demo to showcase these errors as soon as I'm home.

EDIT: Uploaded the demo to the site as TEST.rar. There are 3 sets , 1 for each of the directions that the platform can move.
I've edited the hero to shoot stars with his jump attack. There's also an item and a single enemy in each set.
Title: Re: Bug Archive
Post by: SX on May 29, 2007, 01:25:33 pm
I'm able to see all of them....  Thank you for the test mod to reproduce these issues......   I will see what i can do.  Did they work on the previous devBuilds?
Title: Re: Bug Archive
Post by: Damon Caskey on May 29, 2007, 03:12:39 pm
Added, and also archiving progress. The main archive contains links to relevant post so we can keep track of what’s going on. I hope this helps.

DC
Title: Re: Bug Archive
Post by: SX on May 29, 2007, 04:51:17 pm
Orochi, Should the stars stick to the platform then disapear or should they just go through the floor?
Title: Re: Bug Archive
Post by: Orochi_X on May 29, 2007, 05:10:48 pm
Yeah , I would think that they should stick/hit the platform as platforms are solid objects that you can walk on (some form of higher ground usually with the exception of the demo platform).

As for your previous question...I have no idea - I've only just started playing with platforms.

DC - you're doing a great job  ;)
Title: Re: Bug Archive
Post by: MCW on May 31, 2007, 04:35:37 pm
Bugs in 2.0907

1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

2 - Obstacle also have fall sound and quake like player while hit by players.

3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.

4 - In elevator stage with endhole and direction up, the enemy you throw to the pit will hit ground first with sound then fall into the pit.

5 - My player lose all lives and need to use credit while fall into a pit.

6 - Star the enemy throw is a bit slow like floating.

7 - Land from thrown still reduce you health. While you health is low and thrown by enemy, the player health turn 0 then diesound play but the player turn ANIM IDLE and you cannot control the player.

EDIT
8 - Biker with 2 health. If you play in 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.
Title: Re: Bug Archive
Post by: Damon Caskey on May 31, 2007, 11:10:57 pm
MCW, I want to add these, but you need to provide steps (be specific) to reproduce the bugs.

Please do so and I'll put them in the archive.

DC

Title: Re: Bug Archive
Post by: Damon Caskey on June 01, 2007, 12:59:27 pm
Update; see archive.
Title: Re: Bug Archive
Post by: SX on June 02, 2007, 12:25:46 am
Quote
05/28/2007; Script Main() -

Any script using the #include line ignores function main()

1. Create script with a main().
2. Test script to ensure proper functionality of main().
3. Add #include reference any other script file (it makes no difference if a function is used from the included file or not).
4. Main() will immediately cease working. No errors are produced, main() is simply not run.


Do you have multiple main() functions ?



By the way DC.... I love this bug tracking.... makes things much easier!!!   Great work!


Once issues is resolved we should delete the indivigual posts (but not the First post entries) once resolved.
Title: Re: Bug Archive
Post by: Damon Caskey on June 02, 2007, 01:04:37 am
You obviously can't have multiple main() functions or a main() in the #include file, so no.

And thanks about the bug layout. I'm just trying to centralize things a bit so we stay on the same page.

DC
Title: Re: Bug Archive
Post by: SX on June 02, 2007, 01:09:10 am
Well if you can send me a test mod to reproduce it and I will take a look at it......  Or you can wait for UT.  Up to you.
Title: Re: Bug Archive
Post by: MCW on June 02, 2007, 05:41:53 pm
MCW, I want to add these, but you need to provide steps (be specific) to reproduce the bugs.

Please do so and I'll put them in the archive.

DC



1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

How to do:
-No ANIM SPAWN or RESPAWN for the player.
-Let your player die.
-While you respawn from the sky. The enemy who have ANIM UPPER move will use upper move if they are near at your respawn point.

2 - Obstacle also have fall sound and quake like player while hit by players.

How to do:
-Create a obstacle such as Box.
-Have 1 frame in ANIM IDLE and FALL
-While player break the obstacle, it dieblink but it will fall on the ground with fall sound and quake.

3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.

How to do:
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-The player only allow to shoot ONE projectile once.
-Player must wait until it fly offscreen then you can shoot the second time.
-If you shoot more than ONE projectile, the player will turn IDLE and you cannot control until someone hit you.
-If you shoot more than ONE projectile during walking, the player ANIM WALK will play forever until someone hit you.

4 - In elevator stage with endhole and direction up, the enemy you throw to the pit will hit ground first with sound then fall into the pit.

How to do:
-Create a stage with endhole and direction up.
-Stand near the pit and throw an enemy to the pit.
-The enemy will firstly fall on the ground with fall sound and quake, then the enemy fall into the pit.

5 - My player lose all lives and need to use credit while fall into a pit.

How to do:
-Create a stage with endhole and direction up.
-Let your player fall into the pit.

6 - Star the enemy throw is a bit slow like floating.

How to do:
-Create an enemy with jumpattack and star.
-The enemy throw star is slow in low gravity.

7 - Land from thrown still reduce you health. While you health is low and thrown by enemy, the player health turn 0 then diesound play but the player turn ANIM IDLE and you cannot control the player.

How to do:
-let the player health low.
-let the enemy throw you and press up + jump to land.
-player health 0, diesound play but player turn ANIM IDLE and you cannot control the player.

8 - Biker with 2 health. If you play in 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.

How to do:
-Create a stage with enemy subtype biker, health 2.
-Enter the stage with 2 PLAYERS.
-Attack the biker.
-The biker with health 2 should be die but no.
-The rider fall from the bike rise with default health for the enemy.

EDIT
9 - Player with projectile as ANIM CHARGEATTACK bug. While player attack combo to the enemy in close range, if you hold attack button for the 4th or final attack in atchain, the player will automatically grab the enemy then both enemy and player freeze.

How to do:
-Create player ANIM CHARGEATTACK with knife and throwframe with noremove 1.
-Attack an enemy in grab range.
-Hold attack button for the 4th or final attack in atchain.
-The player will automatically grab the enemy then both of them freeze.

10 NPC still can throw and grabattack PC with candamage enemy and hostile player enemy.

How to do:
-Create 2 NPC with projectilehit enemy player npc obstacle, candamage enemy, hostile player enemy.
-Create THROW and GRAB, GRABATTACK to each these 2 NPC.
-Start a game and go close to them to throw and grab.

11 Bikers always fall in left facing.

How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see their fall direction.
Title: Re: Bug Archive
Post by: MCW on June 02, 2007, 09:04:41 pm
Bug 4 and 5 are fixed in v2.0916
Title: Re: Bug Archive
Post by: Bloodbane on June 03, 2007, 12:00:02 pm
1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.

 That issue exists long time ago. I think it exists from original BoR. BoR has no way to disable making enemies fall while players spawn. That's probably why it hardly known until OpenBoR has that setting.

 I usually take care of that by giving 'makeinv' to ensure that players would be invincible to enemies attacks (regardless what attacks would be) when they are spawned.
Title: Re: Bug Archive
Post by: Bloodbane on June 07, 2007, 01:15:00 pm
3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.

Situation:
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-The player only allow to shoot ONE projectile once.
-Player must wait until it fly offscreen then you can shoot the second time.
-If you shoot more than ONE projectile, the player will turn IDLE and you cannot control until someone hit you.
-If you shoot more than ONE projectile during walking, the player ANIM WALK will play forever until someone hit you.

 MCW, you are using 'nocost 1' also in models.txt right? AFAIK one projectile limit only available with that setting. Without it, players can shoot projectiles over n over without limit.
Title: Re: Bug Archive
Post by: MCW on June 09, 2007, 02:00:41 am
MCW, you are using 'nocost 1' also in models.txt right? AFAIK one projectile limit only available with that setting. Without it, players can shoot projectiles over n over without limit.

Yes, but in the first release of v2.0691 is OK while nocost 1 and players can shoot projectiles over n over unlimited without the freeze bug happens.
Title: Re: Bug Archive
Post by: Bloodbane on June 11, 2007, 01:53:46 pm
 DC, should I repost the bug I've mentioned in other thread here? uTunnels has confirmed some of them also.
Title: Re: Bug Archive
Post by: Damon Caskey on June 11, 2007, 03:19:05 pm
Yes please. I want to make this a comprehensive and organized repository. The idea is that by keeping a running first page record with dates and progress reports, bugs won’t be forgotten and or buried in a flood of unrelated posts.

But I won’t be importing existing posts from elsewhere on my own because I don't really have any way to know what is and isn't old news aside from testing every claim myself; something I simply lack the time/patience for.

DC
Title: Re: Bug Archive
Post by: MCW on June 12, 2007, 02:02:13 am
9 - Player with projectile as ANIM CHARGEATTACK bug. While player attack combo to the enemy in close range, if you hold attack button for the 4th or final attack in atchain, the player will automatically grab the enemy then both enemy and player freeze.

How to do:
-Create player ANIM CHARGEATTACK with knife and throwframe with noremove 1.
-Attack an enemy in grab range.
-Hold attack button for the 4th or final attack in atchain.
-The player will automatically grab the enemy then both of them freeze.

Also updated in post#12. Please refer.
Title: Re: Bug Archive
Post by: Bloodbane on June 15, 2007, 03:39:03 am
All of these bugs are from OpenBoR version 2.0916 (2 June 2007). These are compilation of old and new bugs that still exists in that version.

1. OpenBoR doesn't receive input while PC is performing an animation anymore. Previously it is possible to input command while PC is performing attack or freespecial to combo it with other freespecial or special.

 Test Procedure:
 - Play any mods who at least have freespecial or running attack
 - Perform combo by hitting it to enemies
 - Before attack animation ends, try inputting freespecial or running attack command
 - Normally freespecial or running attack would be performed right after attack animation ends (if the command is entered correctly). But in this version, nothing would be played even if the command is correct.

2. Running jump lose its running momentum or IOW it's similar to forward jump. Running jump attack can still be performed though. AFAIK only happens if {length} = 2. {length} is from this command:

 running   {speed}   {height}   {length}   {move}   {land}

 Test Procedure:
 - Play any mods whose heroes can perform running. Running jumpattack is not necessary but it's best to use mods who has it. Crime Buster demo is good choice for this
 - Perform running jump and pay attention to its jump range
 - Perform forward jump and pay attention to its jump range
 - Compare both ranges. Are they same?

3. Lifebar can't show bar for HP > 100. It will show it the same way as HP < 100. Check this pics:

 (http://i11.photobucket.com/albums/a177/DBloodbane/LBarBug.png)

 Maxima's max HP is actually 140 not 50 like shown above.
 Presence of lifebar.txt does not matter.

 Test Procedure:
 - Play any mods whose heroes have health more than 100. One hero is enough to show it though
 - Simply start any level then pay attention to his/her lifebar
 - Normally lifebar for HP > 100 would overlap one for HP < 100 but here, the former is never shown but use color for the latter instead

4. Enemies with 'riseattack' immediately perform riseattack after fallen if PC is within range. Previously they need to wait before rise.

 Test Procedure:
 - Make an enemy with riseattack. Any attack will do just set it as riseattack. Don't forget to give enough range, something like 'range 0 100' will do
 - Spawn the enemy then knock him/her down
 - Get close to fallen enemy. This step is easier if PC could run or the knockdown attack is moving attack
 - Normally enemy would wait for some time (depends on 'risetime' though) before rising or riseattacking but in this version he/she immediately riseattacks without waiting first

5. PC can grab enemy who grabs him/her by walking toward enemy. Also PC can break free just by walking away from grabbing enemy. No special used at all.

 Test Procedure:
 - Make an enemy with grab animation. Don't give any attackboxes at all and make the grab animation quite long (2 seconds at least). Give 'subtype chase' to make test easier
 - Spawn the enemy and let him/her grab PC
 - Walk towards the enemy until PC grabs the enemy. Do this even though you can't see PC is moving. That's one bug
 - Let go of the enemy and let him/her grab PC again
 - Walk away from the enemy until PC breaks free from enemy's grab. This is the 2nd bug

6. Enemies who is spawned onscreen will immediately appear instead of falling down.
 This bug doesn't occur in levels with direction up or down.

 Test Procedure:
 - Any enemy will do for this just make sure they are spawned offscreen (their spawn x coords is 0 < x < 320). The level must use direction right,both or left
 - Play that level and see how enemies appear onscreen
 - Normally they fall from above but they just appear without falling.

7. Bikers spawned offscreen left from leftmost panel will appear in reverse and never return after going offscreen right. Reverse mean they are moving right but they are facing left. Facing left is caused by default settings for enemy spawn.
Normally bikers return after going offscreen but for this case, they don't. Worse even, they don't die and stuck outside.

 Test Procedure:
 - Make an enemy with 'subtype biker'. Presence of bbox and attackbox don't matter. To understand this bug better, it's recommended to give SFX in the animation.
 - Spawn the biker in level with direction right like this:

 spawn  Biker
 coords -100 z (any z will do but biker must be spawned from offscreen left)
 at     0

 (at 0 is required to get this effect)
 - See how this biker enters the screen then wait for him/her to leave the screen
 - Wait for his/her return. Does he/she return?
 - If you give SFX and looping animation, you could hear that biker is still alive from the SFX
 - If you knock this biker down, the pain animation will be played while it's moving left. After it's gone offscreen, it dies normally

 Actually you can get same effect in level with direction left but you need to scroll to leftmost part or part where you can't scroll anymore before spawning biker.

8. Frozen enemies doesn't use their frozen remap. They use PC's setting instead, so if PC frozen remap is 6th remap they will use 6th remap but if PC doesn't have any frozen remap, they won't use any remap at all.
 Funny thing about the former case is after frozen state is over, their remap doesn't revert to given one (in level) and use wrong one instead. However their icon is still remapped fine.

 Test Procedure1:
 - Play Crime Buster Demo and play as Kula
 - Freeze any enemies and pay attention to their remap. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher.
 - Enemies remap won't change to their frozen remap (that's because PCs don't have any frozen remap set)

 Test Procedure2:
 - Make a decent PC with freeze attack. Give the PC a frozen remap.
 - Play any level with enemies then freeze them
 - Let frozen enemies be until they can move again and pay attention to their remap or color.
 - Normally frozen enemies revert to their assigned remap after frozen time is over but in this version, they don't
 
9. Enemies with subtype arrow flies up while falling (after being killed). While 'flying' they won't die making 'group' thinks they are still alive.

 Test Procedure:
 - Make enemies with subtype arrow. Make sure there's bbox in idle animation
 - Spawn the enemies in groups then hit them. Hitting one is enough
 - Watch how they die and wait for next group to appear
 - Normally they would fall like obstacles do and after they finish 'dying', they are gone but in this version they fly upwards instead and somehow still alive preventing next enemies from appearing

10. Escapehits doesn't function properly. The hits counter resets when enemy plays idle animation. Normally it doesn't reset on any PAIN, IDLE and FAINT animations.

 Test Procedure:
 - Make an enemy with 'escapehits'. Any value will do but let's use 2. Give long pain animation for better result. It's best not to give any attack for him/her except for special2 which is the counter attack
 - Spawn the enemy in any level
 - Hit him/her twice with non knockdown attack then stop until he/she plays idle animation
 - Normally he/she would play special2 to counter this infinite trick but in this version he/she won't

11. Enemies with grab ability skips the rest of their grab animation after they knockdown hero with their grabattack.

 Test Procedure:
 - Make an enemy with grab ability. Make sure the animation has knockdown attack and it is long enough to see the bug. Give 'subtype chase' to make bugtesting easier
 - Spawn the enemy then let him/her grab PC
 - Pay attention to the grab animation
 - Normally enemy plays his/her grab animation until the end but it skips the rest of the animation instead

12. Grabattack followups could hit other entities at the end of the chain. Previously grabattacks and its followups (if there's any) can't hit others. End of chain means condition where opponent is knocked down (and released from grab).

 Test Procedure:
 - Make a decent PC with grabattacks. Set for instance grabattack to have follow animation so if it hits, follow animation will play after it. Cascading followups can be used
 - For better result, give long attackbox for every attack in the chain
 - Play a level with many enemies and/or obstacles
 - Grab an enemy then perform that grabattack
 - Pay attention to other entities behind grabbed enemy. When grabattack chain reach the last attack, the last hit will hit those entities.

 In addition to this, if grabbed enemy is killed before last attack in the chain is reached, the chain will continue if last attack (attack that kills grabbed enemy not the last one in chain) hits other entities.

13. Frozen enemies received more damage from attacks that hit them.

 Test Procedure:
 - Play Crime Buster Demo and play as Kula
 - Freeze any enemies you meet. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher
 - Attack them with any attack whose damage you know
 - Attack them again with same attack but don't freeze them first
 - Compare the damage. Are they same?

14. Frozen enemies lifebar doesn't decrease until frozen time is over. They still take damage normally though meaning if freeze attack hits them as last blow, they'll die normally.

 Test Procedure:
 - Play Crime Buster Demo and play as Kula
 - Freeze any enemies you meet. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher
 - Pay attention to their lifebar until they are defrozed. Try not to get hit or hit anything while doing this to prevent the lifebar being replaced
 - You could see that the lifebar doesn't decrease itself until frozen time is over

15. Hall of Fame doesn't record the last entered score. That means if you have entered 3 scores, you'd only 2 first scores when you replay the mod ( .hi is not deleted of course).
 This is old bug actually.

 Test Procedure:
 - Play any mod but remove (pakname).hi if there's any to make test easier
 - Play any level and get as many score you want to be entered to Hall of Fame
 - Repeat that step again to get 2nd score for Hall of Fame
 - Exit OpenBoR then run it again. Choose same mod
 - Check Hall of Fame. Are both of your scores there or just first one?

16. Save game feature doesn't record other mode/difficulty and saved lives and credits. You won't get this bug until you exited then replay same mod.
 This is another old bug, 2 bugs actually. This procedure is for testing both bugs.

 Test Procedure:
 - Play any mod but remove (pakname).sav if there's any. It's preferable to choose mod with 2 or more difficulties
 - Pick the first difficulty and finish at least one level to get the progress saved. To test 2nd bug, try losing some credits and some lives before finishing that level
 - End that game
 - Pick other difficulty and just like before, finish at least one level. Try losing some credits too before getting the progress saved
 - End that game
 - You can check the saved games if you want to but at this time, both are working
 - Exit OpenBoR then run it again. Choose same mod
 - Enter 'Load Game' then check how many saved games available. Can you load both savedgame?
 - Load one savedgame then check PCs lives and credits. Are they same with ones saved before?
Title: Re: Bug Archive
Post by: CE on June 15, 2007, 05:37:58 am
Bloodbane: This is just awesome! Thanks for this detailed bugreport !  :cheers!:

Now let's hope they aren't that hard to locate and to fix.  :nervous:
Title: Re: Bug Archive
Post by: Damon Caskey on June 15, 2007, 06:08:55 am
Wow, that's a lot of stuff. I'll get them in the main post as soon as I can. Thanks for providing all the details.

DC
Title: Re: Bug Archive
Post by: MCW on June 15, 2007, 09:23:02 am
10 NPC still can throw and grabattack PC with candamage enemy and hostile player enemy.

How to do:
-Create 2 NPC with projectilehit enemy player npc obstacle, candamage enemy, hostile player enemy.
-Create THROW and GRAB, GRABATTACK to each these 2 NPC.
-Start a game and go close to them to throw and grab.

Damon Caskey, have you produce the bugs that I mention before? Just refer all of them in post#12.
Title: Re: Bug Archive
Post by: MCW on June 15, 2007, 09:37:23 am
12. Grabattack followups could hit other entities at the end of the chain. Previously grabattacks and its followups (if there's any) can't hit others. End of chain means condition where opponent is knocked down (and released from grab).

 Test Procedure:
 - Make a decent PC with grabattacks. Set for instance grabattack to have follow animation so if it hits, follow animation will play after it. Cascading followups can be used
 - For better result, give long attackbox for every attack in the chain
 - Play a level with many enemies and/or obstacles
 - Grab an enemy then perform that grabattack
 - Pay attention to other entities behind grabbed enemy. When grabattack chain reach the last attack, the last hit will hit those entities.

 In addition to this, if grabbed enemy is killed before last attack in the chain is reached, the chain will continue if last attack (attack that kills grabbed enemy not the last one in chain) hits other entities.


This is good feature for me because my Haggar in FFDC use follow for jump spining piledriver and clear out all the enemy near by.

Please remain this feature.
Title: Re: Bug Archive
Post by: Damon Caskey on June 15, 2007, 10:20:06 am
No, its a bug, and needs to go. MCW, please see the feature archive, there is now a setting called "hitone" that will fufill your needs.

DC
Title: Re: Bug Archive
Post by: MCW on June 15, 2007, 10:36:09 am
Thanks for the information.
Title: Re: Bug Archive
Post by: Bloodbane on June 17, 2007, 09:03:42 am
 After I posted my thought about frozen remap bug, I realize that I tested it in my 'unfinished' mod instead of the demo. I tested it with same settings the demo has and it give different result although it's still buggy. Good thing from that is I discovered the behaviour of 'frozen remap bug'. The bug is : enemies' frozen remap use PC's settings instead of theirs. Meaning if PC doesn't have frozen remap set, frozen enemies won't use frozen remap too (and use their assigned remap) OTOH if PC have frozen remap set to for instance 6th remap, enemies will use 6th remap too even if they have their own remap.

 Anyway, I've fixed my report about that bug above.
Title: Re: Bug Archive
Post by: Damon Caskey on June 17, 2007, 09:45:06 am
Thanks Bloodbane. I know I've let this get behind. I'll try to have it fully updated by midweek.

DC
Title: Re: Bug Archive
Post by: MCW on June 18, 2007, 09:10:50 pm
11 Bikers always fall in left facing.

How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see their fall direction.

Update in post#12
Title: Re: Bug Archive
Post by: kbandressen on June 20, 2007, 03:43:03 am
Mods that don't have an arrowl in their Sprites folder are crashing in the latest SVN version.  In previous versions, arrowl was optional so I assume this is a bug.
Title: Re: Bug Archive
Post by: SX on June 20, 2007, 10:19:28 am
Fixed.  I didn't realize that loadsprite() shutsdown if file not found.....  ;p  The mod I was using had the gif so i missed it.
Title: Re: Bug Archive
Post by: Mr.Q® on June 20, 2007, 11:18:13 am
Sorry I'v been a litle away from devs for some time. Is still the fall sound going on twice when someone falls? That' a little annoying XD.



FIXED SVN:  2.0953 by SX
Title: Re: Bug Archive
Post by: SX on June 20, 2007, 11:37:07 am
Which version.... i am not able to reproduce it.


FIXED SVN:  2.0953 by SX
Title: Re: Bug Archive
Post by: Bloodbane on June 25, 2007, 12:34:18 pm
These are bugs from version 2.0917 (5 June 2007).

1. Enemies sometimes walk to holes. Previously they never walk to holes. I said 'sometimes' cause it's random. It's hard to tell when they'll do that so this test procedure won't be 100% successful.

 Test Procedure:
 - Make a level with holes. Any holes (endhole or custom holes) will do
 - Spawn enemies near those holes
 - Don't attack enemies but let them walk around instead. Some of them might walk to holes
 - This may take a while cause it's random

2. Enemies with subtype 'arrow' can't fall to holes. Previously they can fall to holes.

 Test Procedure:
 - Make an enemy with subtype arrow
 - Make a level with holes. Any holes (endhole or custom holes) will do
 - Spawn that enemy so that it walk to hole
 - Does the enemy falls when it reaches the holes

3. Enemies play their 'diesound' after they fall to holes even if they have played it before (killed before falling to hole).

 Test Procedure:
 - Play a level with holes. Preferrably one with enemies near holes
 - Kill enemies but try it so that after the last blow (attack that kills the enemy) enemy fall to hole

4. Take a look at this shot:

 (http://i11.photobucket.com/albums/a177/DBloodbane/RHBug2.png)

 Athena's freespecial only score 5 hits maximum. In this shot both Athenas scored around 40 hits. This because the attack has 'Fastattack 1' set and the 2 attackboxes (from both players) overlaps on the crate.

 Test Procedure:
 - Make a decent PC who has attack with multiple hits (freespecial is best for this). Don't forget to add 'fastattack 1' in the attack animation
 - Make a decent obstacle with high HP (1000 at least). Spawn it in a level
 - Play that level with 2 players, both using same PC (one mentioned above)
 - For both PC, use that multiple hits attack on that obstacle. Try performing it at same time
Title: Re: Bug Archive
Post by: Bloodbane on June 25, 2007, 12:47:05 pm
11 Bikers always fall in left facing.

How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see thier fall direction.

That is bug from original Beats of Rage.
Title: Re: Bug Archive
Post by: lagarto on June 25, 2007, 03:02:53 pm
Bug related to v2.0917

- Attackboth freeze the game sometimes;

Gameplay related to v2.0917

- Anim attack down and attack up did not work like before. With openbor-v2.0691 you can perform anim attack down (or up) and perform freespecials during  attack down (up) animation and you can perform anim attack down (up) during any animations, with v2.0917 you can't;

- Freespecials are more difficult to perform during anim attacks right now. I don't no if you have to wait longer between one animation to perform another, but if you like to attack like mad and do some freespecials to increase your combo, you'll probably notice that gameplay issue.


Title: Re: Bug Archive
Post by: Bloodbane on June 30, 2007, 05:13:11 am
lagarto please post test procedure to test the bugs you're posting. And also the last bug has already been posted by me. The real bug is 'Commands can't be entered while an attack is played'.

 
Quote
6. Enemies who is spawned onscreen will immediately appear instead of falling down.

 I've discovered that this bug doesn't occur in levels with direction up or down. I'll fix my bug report above related to this.

 Oh yes, another bugs report:
1. Enemies with subtype arrow can't hurt obstacles anymore. Previously they can.

 Test Procedure:
 - Make a decent enemy with subtype arrow. Add attackbox in idle animation so it could hit heroes
 - Make a level with obstacles and spawn that enemy so it will hit them. One obstacle is good enough but more is better
 - Do the enemy hit them or just pass through?

2. Enemies with subtype arrow has limited spawn range now. Previously they can be spawned normally with x coords more than 500 or less than -100 but now the former cause the enemy to be killed while the latter pushes the spawn coords to the right.

 Test Procedure:
 - Make a decent enemy with subtype arrow, let's name it 'Arrow'. Presence of attackbox is not necessary
 - Spawn those in a level like this:
Code: [Select]
spawn Arrow
flip    1
coords -100 195
at 0

spawn Arrow
flip    1
coords -200 195
at 0

spawn Arrow
flip    1
coords -300 195
at 0

spawn Arrow
flip    0
coords 400 215
at 0

spawn Arrow
flip    0
coords 510 215
at 0

spawn Arrow
flip    0
coords 600 215
at 0
(Any z coords will do)
 - Pay attention to the ones coming from left (x < 0). Are they spawned close or with some distance apart?
 - Pay attention to the ones coming from right (x > 320). Are all of them spawned or just one?

3. Energycost + nocost don't work well with projectiles. If nocost 1 is set and energycost is given on attack animation which shoots projectile, HP won't be depleted even if the projectile hits something.

 Test Procedure:
 - Make a decent PC with a freespecial that shoots projectile. Set 'energycost' in the animation. Any value aside from 0 will do
 - Play that PC and perform that freespecial so its projectile hits something (enemy or obstacle)
 - Does PC's HP depleted after projectile hits?
Title: Re: Bug Archive
Post by: Bloodbane on July 04, 2007, 10:50:04 am
This one is related to new feature in ver.20917

* Biker's speed has no effect when they are spawned from left and when they are playing pain animation.

 Test Procedure:
 - Make 2 decent biker enemies. Set one of bikers's speed 10 while the other doesn't use any 'speed' setting. Any speed will do but let's use 10. Don't give attackbox for easy test but give bbox.
 - Spawn both from left (x < 0). Don't attack them!
 - Pay attention to them, do they 'walk' at same speed when they enter screen?
 - If you let them be, you can see that they have different speed
 - Knock the one with 'speed 10' (the slowest one)
 - Pay attention to him/her, does he/she 'walk' with same speed or not?
Title: Re: Bug Archive
Post by: Damon Caskey on July 11, 2007, 04:15:03 pm
OK, I am way behind on this.

If you guys wouldn't care, please recheck your bug posts and highlight the ones that are still active and I'l try and get them centraly archived for SX. I normaly check bugs first before I post, but there is no way I can get through all this stuff.

Thanks,
DC
Title: Re: Bug Archive
Post by: MCW on July 11, 2007, 05:13:48 pm
OK, I am way behind on this.

If you guys wouldn't care, please recheck your bug posts and highlight the ones that are still active and I'l try and get them centraly archived for SX. I normaly check bugs first before I post, but there is no way I can get through all this stuff.

Thanks,
DC

1 - The enemy near player respawn point use their ANIM UPPER move while player respawn from the sky.

How to do:
-No ANIM SPAWN or RESPAWN for the player.
-Create enemy with ANIM UPPER.
-Let your player die at upper left with enemy surrounding.

2 - Obstacle also have fall sound and quake like player while hit by players.

How to do:
-Create a obstacle such as Box.
-Have 1 frame in ANIM IDLE and FALL.
-Break the obstacle in the game and see the result.

3 -  With nocost 1, player's ANIM SPECIAL only can throw or shoot 1 projectile. If player use the special more than once, the player will turn IDLE and you cannot control until some entities damage the player. If player use special rapidly during walking, the player ANIM WALK will play forever until some entities damage the player.

How to do:
-Have nocost 1 in models.txt
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-Try to shoot or throw projectile more than once while standing and walking

6 - Star throw by the enemy cannot control by speed.

How to do:
-Create an enemy with jumpattack and star that specific.
-Let the enemy throw star.

7 - Land from thrown still reduce player health. The player turn IDLE while land from throw with 0 HP. Only diesound play and the player cannot be control.

How to do:
-Let the player health very low.
-Let the enemy throw you and press up + jump to land.

8 - Biker with 2 health. During 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.

How to do:
-Create a stage with enemy subtype biker, health 1.
-Enter the stage with 2 PLAYERS.
-Attack the biker and see the biker dies or not.

9 - Player with projectile as ANIM CHARGEATTACK bug. While player attack combo to the enemy in close range, hold attack button for the 4th or final attack in atchain, the player will automatically grab the enemy then both enemy and player freeze.

How to do:
-Create player ANIM CHARGEATTACK with knife and throwframe with noremove 1.
-Attack an enemy in grab range.
-Hold attack button for the 4th or final attack in atchain.

10 NPC still can throw and grabattack PC with candamage enemy and hostile player enemy.

How to do:
-Create 2 NPC with projectilehit enemy player npc obstacle, candamage enemy, hostile player enemy.
-Create THROW and GRAB, GRABATTACK to each these 2 NPC.
-Start a game and go close by NPC and let them to throw and grab.

11 Bikers always fall in left facing.

How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see their fall direction.
Title: Re: Bug Archive
Post by: Damon Caskey on July 11, 2007, 06:13:46 pm
MCW, I went over these and got varying results. I meant for you to recheck, not just copy/paste. Please see below.

1. Is not a bug at all and just a product of the way the engine works. Enemies attack players with upper above them, they are supposed to do that; it just so happens to be a quirky thing that can happen when you drop in. It's not really practical to try and code the AI to distinguish when you are spawning, so just use invinisbility or a spawn animation that has no bbox and be done with it.

2. I haven't tested this, but I'm not sure why you call it a bug. Sounds more like a preference issue to me; but whatever.

3. Can't reproduce this and multiple projectiles are NOT a problem. See here: http://lavalit.com:8080/forum/index.php?topic=378.msg4610#msg4610

6. This I can confirm. Stars don't in fact respond to ANY header command and always come out at a predetermined height and speed. They are useless as is.

7. Confirmed. The landing midair thing actually would be neat if brought under control, but the rest is a severe gameplay affecting issue.

8. Can't be reproduced, but I might be missing something. Can some one else try this one out?

9. Can't be reproduced; I've tried that one over and over. The closest I get is that your charge attack will come out when the combo is over if the last attack is long, and that's hardly a bug.

10. Confirmed. It's rare, but it does happen.

11. Untested.

DC

Title: Re: Bug Archive
Post by: MCW on July 11, 2007, 06:43:52 pm
MCW, I went over these and got varying results. I meant for you to recheck, not just copy/paste. Please see below.

1. Is not a bug at all and just a product of the way the engine works. Enemies attack players with upper above them, they are supposed to do that; it just so happens to be a quirky thing that can happen when you drop in. It's not really practical to try and code the AI to distinguish when you are spawning, so just use invinisbility or a spawn animation that has no bbox and be done with it.

2. I haven't tested this, but I'm not sure why you call it a bug. Sounds more like a preference issue to me; but whatever.

3. Can't reproduce this and multiple projectiles are NOT a problem. See here: http://lavalit.com:8080/forum/index.php?topic=378.msg4610#msg4610

6. This I can confirm. Stars don't in fact respond to ANY header command and always come out at a predetermined height and speed. They are useless as is.

7. Confirmed. The landing midair thing actually would be neat if brought under control, but the rest is a severe gameplay affecting issue.

8. Can't be reproduced, but I might be missing something. Can some one else try this one out?

9. Can't be reproduced; I've tried that one over and over. The closest I get is that your charge attack will come out when the combo is over if the last attack is long, and that's hardly a bug.

10. Confirmed. It's rare, but it does happen.

11. Untested.

DC



If you have the FFDC mod, all the bugs can be produce with this mod.

But please paxplode the mod because for some changes needed to test the bugs.

3. Projectile bug in ANIM SPECIAL with nocost 1
-Open the models.txt and input 'nocost 1'
-Play in level text file name - vs1.txt
-Play as Rockman. Try to shoot as many specials as you can.

8. Bikers with 2 health
-Play in level text file name - bike.txt
-Play with 2 players
-Attack the bikers

9. Projectile ANIM CHARGEATTACK automatically grab
-Play in level text file name - vs1.txt
-Play as Rockman. His attacks are:
  ~ANIM ATTACK1 - Low punch
  ~ANIM ATTACK2 - Mid kick & High kick
  ~ANIM ATTACK3 - High punch & Low Uppercut
-Attack enemy in grab range. Hold the attack button while the high kick is launch

11. Bikers always fall in left facing
-Play in level text file name - bike.txt
-Jumpattack the bikers

12. Shadow color override Backfill color
-Open Lifebar.txt and edit like this:
-------------------------------------------------------
blackbox   255   255   255
whitebox   255   255   255
color25     255   0   0
color50     255   64   0
color100     255   128   0
color200     255   255   0
color300     0   255   128
color400     0   255   0
color500    255   0   255
-------------------------------------------------------
-Play in level text file name - vs1.txt, then take some damage or attack enemy and see the colour
Title: Re: Bug Archive
Post by: Bloodbane on July 14, 2007, 04:26:31 am
 Everybody, about 1st bug MCW posted in this bug. The real cause of it is player is in jumping state when he/she is respawned. I'm not sure how player always use last frame of jump frames when he/she is falling though.
 This cause 2 things, 1st the bug MCW mentioned and 2nd player can perform jumpattacks while being respawned. 'makeinv' solve the 1st one well while the 2nd... well I'll leave it as it is. Maybe it's useful to get rid of enemies standind close to player while respawning.
 If this is going to be fixed, that jumping state must be changed to other state where player fall but not in jumping state.

 About #3, I haven't got this case anymore since I moved energycost to projectiles text. But the one shot only limitation is deliberate. It's coded so players can't shoot with HP less than required cost while a shot is still flying.

 About #9, I know this bug but I can't figure out what actually cause it. Method MCW posted is probably one way to get it but I'm guessing it has nothing to do with CHARGEATTACK cause I found that bug although I never use CHARGEATTACK.

 About #11, it's an old bug. You can play original BoR to test it.

 If there's newer release, I'll recheck the bugs I've posted. I'm going to check 8th bug from MCW post.
Title: Re: Bug Archive
Post by: MCW on July 14, 2007, 12:33:37 pm
Everybody, about 1st bug MCW posted in this bug. The real cause of it is player is in jumping state when he/she is respawned. I'm not sure how player always use last frame of jump frames when he/she is falling though.
 This cause 2 things, 1st the bug MCW mentioned and 2nd player can perform jumpattacks while being respawned. 'makeinv' solve the 1st one well while the 2nd... well I'll leave it as it is. Maybe it's useful to get rid of enemies standind close to player while respawning.
 If this is going to be fixed, that jumping state must be changed to other state where player fall but not in jumping state.

Yes, I have solve it by using 'makeinv' but I would like to know that it can be fixed or not.

About #3, I haven't got this case anymore since I moved energycost to projectiles text. But the one shot only limitation is deliberate. It's coded so players can't shoot with HP less than required cost while a shot is still flying.

You have say it before, the 'nocost' that limit the player anim special projectile but the first release v2.0691 is work fine. Why can't it be fix like previous?

About #9, I know this bug but I can't figure out what actually cause it. Method MCW posted is probably one way to get it but I'm guessing it has nothing to do with CHARGEATTACK cause I found that bug although I never use CHARGEATTACK.

Does your character have 2 combo hits in anim attack2? I am not very sure.

Because the character that I have try most time the bug happen is the character that use projectile as anim chargeattack.

About #11, it's an old bug. You can play original BoR to test it.

 If there's newer release, I'll recheck the bugs I've posted. I'm going to check 8th bug from MCW post.

Yes I know it was an old school bug, but can it be fixed?
Title: Re: Bug Archive
Post by: Bloodbane on July 14, 2007, 12:43:10 pm
You have say it before, the 'nocost' that limit the player anim special projectile but the first release v2.0691 is work fine. Why can't it be fix like previous?

Well, something funny related to this bug is that in one version it's stable while it's not in othe version. I don't know why but it's true.

Quote
Does your character have 2 combo hits in anim attack2? I am not very sure.

Because the character that I have try most time the bug happen is the character that use projectile as anim chargeattack.

I think, the real source of this bug is grabbing aspect. You said it yourself that you have to attack enemy within grab range so that means it is related to grabbing.
How the bug happens is beyond me.

Ok this one is for DC:

I've tested #8 bug and what MCW said is true except that his explanation misses something. Here's how the test procedure should be:

Situation:
-Create a stage with enemy subtype biker. GIVE '2phealth' to the biker
-Enter the stage with 2 PLAYERS. At least other player should appear before the biker is spawned
-Attack the biker and pay attention to the fallen rider
 (This line is removed cause it doesn't matter)
-The fallen rider will rise with his or her default health instead

 The last line means, if rider's default HP is 50, his/her HP will be that much regardless of how many HP is given with '2phealth' after he/she rises. In other words, you can't kill the rider by hitting his biker version if 2phealth is set.

 I also tested #3 bug and it's true. DC, it's not about multiple projectiles, it's about performing rapid shooting instead. The source of this bug lies in 'no shooting while a shot is still alive' rule. I've tested using SPECIAL which shoots projectile and my PC is stuck in IDLE. I also tested it using FREESPECIAL instead and my PC is stuck in WALK.
 So if this bug is going to be fixed, coder should check in code 'What will happen if player tries to shoot before previous shot is killed'.
Title: Re: Bug Archive
Post by: MCW on July 14, 2007, 07:38:50 pm
Ok this one is for DC:

I've tested #8 bug and what MCW said is true except that his explanation misses something. Here's how the test procedure should be:

Situation:
-Create a stage with enemy subtype biker. GIVE '2phealth' to the biker
-Enter the stage with 2 PLAYERS. At least other player should appear before the biker is spawned
-Attack the biker and pay attention to the fallen rider
 (This line is removed cause it doesn't matter)
-The fallen rider will rise with his or her default health instead

 The last line means, if rider's default HP is 50, his/her HP will be that much regardless of how many HP is given with '2phealth' after he/she rises. In other words, you can't kill the rider by hitting his biker version if 2phealth is set.


For #8 try this, PLEASE TRY

How to do:
-Create stage that only have bikers with subtype bikers, health 2
-Enter the stage with 1 PLAYER
-Attack the bikers, they die with ONE hit
-Enter player 2 in the stage
-Attack the bikers with both players, they do not die with ONE hit, they will rise with their default health as enemy

Title: Re: Bug Archive
Post by: Bloodbane on July 15, 2007, 01:03:32 pm
 OK MCW I'll check that. Before that you need to be consistent with your report. In 3rd page you said, 'Star speed can't be controlled' but in 1st page you said 'Star falls slower'. You are referring to same bug (yes it is a bug) but your statement are different.

 Oh yes, regarding that Biker, I think it doesn't matter whether the biker (rider actually) is killed or not. The real problem is how many health rider has after he/she falls from bike.

 About #9, I'm out of luck. I can't reproduce this bug :(. Can you please post Rockman's text here? Just ATTACK1,ATTACK2,ATTACK3 and CHARGEATTACK though. I want to see what actually caused this bug from the text. Much easier than DL-ing the whole mod.

 BTW DC, about obstacles' fall which have quake and fall sfx like character's, I think it's a bug. If you use previous version of OpenBoR, you can see the difference.
Title: Re: Bug Archive
Post by: MCW on July 15, 2007, 05:14:20 pm
OK MCW I'll check that. Before that you need to be consistent with your report. In 3rd page you said, 'Star speed can't be controlled' but in 1st page you said 'Star falls slower'. You are referring to same bug (yes it is a bug) but your statement are different.

 Oh yes, regarding that Biker, I think it doesn't matter whether the biker (rider actually) is killed or not. The real problem is how many health rider has after he/she falls from bike.

 About #9, I'm out of luck. I can't reproduce this bug :(. Can you please post Rockman's text here? Just ATTACK1,ATTACK2,ATTACK3 and CHARGEATTACK though. I want to see what actually caused this bug from the text. Much easier than DL-ing the whole mod.

Here is the file.

Why the previous first release stable version of v2.0691 cannot be use as reference? Sorry, I does not mean to offend to everyone.


Attachment timed out.
Title: Re: Bug Archive
Post by: Bloodbane on July 17, 2007, 04:48:52 am
 Can you post the date of that OpenBoR? just courious. As for reference, it's best to use latest one cause that's the one would be having bug fixes. Also it's possible that there's a bug in that older version which has been fixed in latest version.

 OK I'll take a look at the text.

 BTW you're right about that bug. It doesn't have any relation to 2phealth at all. I've tried giving big HP to biker and yet the fallen rider rise with his/her own HP. It's still subtracted with taken damage though, so if rider's max HP is less than the damage, he/she will die.
Title: Re: Bug Archive
Post by: MCW on July 17, 2007, 05:47:08 pm
Can you post the date of that OpenBoR? just courious. As for reference, it's best to use latest one cause that's the one would be having bug fixes. Also it's possible that there's a bug in that older version which has been fixed in latest version.

 OK I'll take a look at the text.

 BTW you're right about that bug. It doesn't have any relation to 2phealth at all. I've tried giving big HP to biker and yet the fallen rider rise with his/her own HP. It's still subtracted with taken damage though, so if rider's max HP is less than the damage, he/she will die.

Is 'curious', not 'courious'.  :kendo: 

The OpenBor version that I use is:
OpenBoR v2.0919, Compile Date: Jun 10 2007

Title: Re: Bug Archive
Post by: Mr.Q® on July 17, 2007, 06:51:54 pm
I've tried latest devbuild and the twice fall sound bug is still going on.

FIXED SVN:  2.0953 by SX


Also, whenever I'm hit by anim upper attacks I fall fwd instead of backwards my prior direction.


Looking Into it by SX
Title: Re: Bug Archive
Post by: MCW on July 18, 2007, 07:00:14 pm
I've tried latest devbuild and the twice fall sound bug is still going on. Also, whenever I'm hit by anim upper attacks I fall fwd instead of backwards my prior direction.

Yes, the twice fall sound bug is still exist.

How to do:
-noslowfx 0 in models.txt
-Create stage with 10 enemies
-One of the enemies set as boss 1 and health 10
-Enter the stage, throw or defeat the boss and listen to their fall sound during slow motion.

Title: Re: Bug Archive
Post by: Mr.Q® on July 18, 2007, 07:16:08 pm
What you mean "how to do"? I Hust have 1 enemy in this test stage and he's having that bug, no matter how many are in the test stage...What I mean is you don't need any setup or circumstances for the bug to appear, it's always there.
Title: Re: Bug Archive
Post by: MCW on July 18, 2007, 09:26:48 pm
What you mean "how to do"? I Hust have 1 enemy in this test stage and he's having that bug, no matter how many are in the test stage...What I mean is you don't need any setup or circumstances for the bug to appear, it's always there.

Yes, it is always there.

But it is also very difficult to listen the fall sound play twice.

So I make this instruction to make them listen more clearer while the boss is defeated, slow motion play, all enemies die and fall down to ground with fall sound more louder.
Title: Re: Bug Archive
Post by: Bloodbane on July 19, 2007, 01:36:10 pm
 MCW is correct, Mr Q. This thread is not only for gathering bug reports but also how to reproduce them. The 'how to' is important for coders so they can see the bug then find the source of the bug. Well, not always easy to find it but it's waay better then looking in the dark.
 It's quite hard to hear the double fall sound normally. With MCW method, it is much easier.

 Anyway, I've checked the #9 bug MCW posted and my hunch is correct. The bug is caused by 'move' instead of projectile or CHARGEATTACK. There's 'move 4' rockman's ATTACK3. I think this is what actually happens: While PC is attacking enemy with combo, OpenBoR checks if PC is close enough to grab that enemy or not. When PC moves forward with 'move' which puts enemy within grab range, OpenBoR sets PC in grabbing mode. Unfortunately, the animation where that 'move' comes from is stopped immediately causing PC to be in IDLE while enemy is still in grabbed state.
 In my case PC can still do something while in that 'bug', I don't know about MCW's case but I'm sure both are same 'bug'.
 Anyway here's test procedure to reproduce that bug:

 Test Procedure:
 - Make a decent PC with default combo. Any order will do, just make sure all attacks in combo has same range so all attacks could hit enemy
 - Give 'grabdistance 50' for the PC. Any grabdistance will do actually but let's use this for easy test
 - Give 'move 10' in all attacks in the combo. Set it from the start of animation.
 - Play a level then attack an enemy with that combo. For easy test, attack easy enemy who doesn't have any counter abilities (block, counter, escapehits or special). Also the enemy should have enough HP so he/she won't be killed easily by combo
 - Try attacking in close range (slightly over grabbing range)
 - Pay attention to PC's attacks. Does PC grab the enemy before combo is finished? If he/she does, that's the bug

 I've discovered another bugs but I'll post them later.
Title: Re: Bug Archive
Post by: KingHerb on July 20, 2007, 01:07:49 pm
What you mean "how to do"? I Hust have 1 enemy in this test stage and he's having that bug, no matter how many are in the test stage...What I mean is you don't need any setup or circumstances for the bug to appear, it's always there.

Yeah the fall bug is always there, i mean this one doesn't need any special setup to find it, just listen as the enemy falls and if that's to difficult, turn the music off and if that doesn't work people should  get there ears tested  :laughing:
Title: Re: Bug Archive
Post by: SX on July 20, 2007, 01:12:39 pm
This thread is intended to have details on how to reproducing bugs.  Even if they are simple they still need directions.  Otherwise people will start to slack off and will stop posting directions and that will make it harder for me to fix bug.   Death plays sound twice... could still use details on the how to..  Is it the fact that the enemy gets hit with a jump kick, falls in a hole????   I think you get the idea....   No matter what I need details for every bug in order to reproduce them.   Those are the rules.
Title: Re: Bug Archive
Post by: Bloodbane on July 21, 2007, 11:52:35 am
1. Enemies with subtype arrow can't hurt obstacles anymore. Previously they can.

...

 I've fixed this myself. Apparently it can be fixed with 'candamage'.

Quote
3. Energycost + nocost don't work well with projectiles. If nocost 1 is set and energycost is given on attack animation which shoots projectile, HP won't be depleted even if the projectile hits something.
...

 Also have fixed this myself. The bug is still there but I'm going to use some features and scripts to solve this.
Title: Re: Bug Archive
Post by: Bloodbane on July 26, 2007, 01:41:21 pm
1. Enemies sometimes walk to holes. Previously they never walk to holes. I said 'sometimes' cause it's random. It's hard to tell when they'll do that so this test procedure won't be 100% successful.

 Test Procedure:
 - Make a level with holes. Any holes (endhole or custom holes) will do
 - Spawn enemies near those holes
 - Don't attack enemies but let them walk around instead. Some of them might walk to holes
 - This may take a while cause it's random

Another Test Procedure:
 Test Procedure:
 - Play Evil Splatter demo then play Splatter difficulty
 - Play the level til the end. When you meet Necromancer, try leaving him and his clone be. He or his clone might fall to hole

 I'm sorry for not giving better method cause this bug is random. This new method is the best I know.

 BTW anybody ever confirmed my bug report? aside from Damon Caskey and SumolX that is. I believe it's a good idea if other could confirm bugs reported here.
Title: Re: Bug Archive
Post by: MCW on August 07, 2007, 02:32:45 pm
Anyway, I've checked the #9 bug MCW posted and my hunch is correct. The bug is caused by 'move' instead of projectile or CHARGEATTACK. There's 'move 4' rockman's ATTACK3. I think this is what actually happens: While PC is attacking enemy with combo, OpenBoR checks if PC is close enough to grab that enemy or not. When PC moves forward with 'move' which puts enemy within grab range, OpenBoR sets PC in grabbing mode. Unfortunately, the animation where that 'move' comes from is stopped immediately causing PC to be in IDLE while enemy is still in grabbed state.
 In my case PC can still do something while in that 'bug', I don't know about MCW's case but I'm sure both are same 'bug'.
 Anyway here's test procedure to reproduce that bug:

 Test Procedure:
 - Make a decent PC with default combo. Any order will do, just make sure all attacks in combo has same range so all attacks could hit enemy
 - Give 'grabdistance 50' for the PC. Any grabdistance will do actually but let's use this for easy test
 - Give 'move 10' in all attacks in the combo. Set it from the start of animation.
 - Play a level then attack an enemy with that combo. For easy test, attack easy enemy who doesn't have any counter abilities (block, counter, escapehits or special). Also the enemy should have enough HP so he/she won't be killed easily by combo
 - Try attacking in close range (slightly over grabbing range)
 - Pay attention to PC's attacks. Does PC grab the enemy before combo is finished? If he/she does, that's the bug

This bug can be fixed or solved by put move at SECOND or 2ND frame. I have test it.

Title: Re: Bug Archive
Post by: Bloodbane on August 10, 2007, 02:22:06 pm
 Ah, the 1st frame setting bug! I thought it only happened to 'throwframe'. Anyway, you're right, I did set 'move' from 1st frame.
Title: Re: Bug Archive
Post by: SX on August 12, 2007, 09:45:54 am
Also, whenever I'm hit by anim upper attacks I fall fwd instead of backwards my prior direction.


Not able to reproduce this issue.  Player always falls back when hit by the enemy.  Need more info.
Title: Re: Bug Archive
Post by: Bloodbane on August 13, 2007, 01:14:18 pm
 Hmmm... we need more info here about that 'fall forward issue'.
 Mr Q, do you get this bug often or just seldom?
Title: Re: Bug Archive
Post by: Bloodbane on August 18, 2007, 12:52:50 pm
Forget to post these bugs:

1. Enemies with grab ability (or have grab animation) and have attack3 will switch to attack3 when they grab PC.

 Test Procedure:
 - Make a decent enemy with at least 'grab' and 'attack3'. Any animations can be used for 'grab' but let's use a long one. Also make 'grab' animation different with 'attack3'. It's recommended to give subtype chase to make test easier.
 - Spawn the enemy then let him/her grab PC
 - When he/she grabs PC, he/she will immediately switch to 'attack3' even if 'grab' is not finished yet

2. Invincibility setting in level doesn't work. I'm talking about setting 'type' in level text.

 Test Procedure:
 - Get Script_Demo2 by me then open tes.text and look at its header to find this text:

Code: [Select]
type            1 0 1 The last '1' sets invincibility for heroes
 - Play the level then let any enemies attack PC
 - Normally attack effects like knockdown still work but no damage is received by PC but in the latest version damage is received also

 About #1, if enemy has 'grabattack' also, he/she will randomly picks 'attack3' or 'grabattack' after grabbing hero.
Title: Re: Bug Archive
Post by: Damon Caskey on August 18, 2007, 02:30:24 pm
Can't reproduce bug 1. Most of my enemies have all four grab types along with throw and they still do them randomly as they are supposed to (although they favor the standard grab, grab, grab2). They never use attack3.

Title: Re: Bug Archive
Post by: MCW on August 18, 2007, 06:26:04 pm
Forget to post these bugs:

1. Enemies with grab ability (or have grab animation) and have attack3 will switch to attack3 when they grab PC.

 Test Procedure:
 - Make a decent enemy with at least 'grab' and 'attack3'. Any animations can be used for 'grab' but let's use a long one. Also make 'grab' animation different with 'attack3'. It's recommended to give subtype chase to make test easier.
 - Spawn the enemy then let him/her grab PC
 - When he/she grabs PC, he/she will immediately switch to 'attack3' even if 'grab' is not finished yet

If enemy has 'grabattack' also, he/she will randomly picks 'attack3' or 'grabattack' after grabbing hero.

Can you attach the text file?
My created enemy has no problem with it.

Title: Re: OpenBOR v2.0965
Post by: MCW on August 19, 2007, 08:39:12 pm
So what are the next bugs that need immediate attention?
8 - Biker with 2 health. During 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.

How to do:
-Create stage that only have bikers with subtype bikers, health 2
-Enter the stage with 1 PLAYER
-Attack the bikers, they die with ONE hit
-Enter player 2 in the stage
-Attack the bikers with both players, they do not die with ONE hit, they will rise with their default health as enemy

6 - Star throw by the enemy cannot control by speed.

How to do:
-Create an enemy with jumpattack and star that specific.
-Let the enemy throw star.

Title: Re: Bug Archive
Post by: Mr.Q® on August 20, 2007, 12:23:54 pm
Latest build I've just downloaded this morning (2.0965) has this new bug related to text entities. I used this one for making cutsene and now it spawns just dunno where, when in older releases it used to be spawned properly. I just dunno how to reproduce the bug since it was working well, so now it's broken :/ sorry.

Another bug I've found is when I pick this single knife for throwing it as a weapon now I can throw them like forever, not just one like it used to work. I bet people know how to adjust a txt for throwing just 1 single knife when picking up one, so that's just what I did last time, like 3 months ago? and now it's like this.



Title: Re: Bug Archive
Post by: Bloodbane on August 20, 2007, 01:28:12 pm
 About my latest bug report, I've read uTunnels post related to new grabbing system. Apparently Attack3 is only used IF grabattack2 is not present. So if the latter is provided, it's OK.
 If you still want to see it, try disabling all grabattacks and leave only grab and attack3 animation.

 
Title: Re: Bug Archive
Post by: SX on August 20, 2007, 02:02:05 pm
Latest build I've just downloaded this morning (2.0965) has this new bug related to text entities. I used this one for making cutsene and now it spawns just dunno where, when in older releases it used to be spawned properly. I just dunno how to reproduce the bug since it was working well, so now it's broken :/ sorry.

Another bug I've found is when I pick this single knife for throwing it as a weapon now I can throw them like forever, not just one like it used to work. I bet people know how to adjust a txt for throwing just 1 single knife when picking up one, so that's just what I did last time, like 3 months ago? and now it's like this.


Could you post your text for entities and knife.   When you say new....  Where you comparing this to the last release?  Whats the previous version so i can compare the changes.
Title: Re: Bug Archive
Post by: Mr.Q® on August 20, 2007, 04:19:06 pm
Ok man, Ver. is 2.691. About the text info, try looking at these in the demo I sent you some time ago (DDragon):

data/chars/0scn2/scsha3.txt
data/chars/0misc2/kni2.txt
Title: Re: Bug Archive
Post by: SX on August 20, 2007, 05:02:19 pm
We have had intermediate releases as well.....   Do you mind trying those as there has been a significant amount of code changes since this release and the last reported working release.  But there have been a whole bunch of debug releases since then.  This will help me narrow down when it broke.
Title: Super Tokusatsu Onore (DEMO 2)
Post by: Fightn Words on August 21, 2007, 06:33:37 pm
I forgot to mention this previously, but below is a screenshot of something that happened while I was grabbing screen caps. I remember a few people talking about this very issue way back when we were all still at the BOR Generation forum. I was using the build that comes with the demo (0691), not the latest version, and I highly doubt I could recreate it. I was on the 3rd level, the running level, in the Final Wars mode using Pegasus and it seemed to pause, fade out, then enter the menu graphic you see here- with some kind of game play going on. Weird.

Attachment timed out.
Title: Re: Bug Archive
Post by: SX on August 21, 2007, 07:17:28 pm
Hmmm..... I am planning on redoing the credits menu.....    Its been nothing but headaches.........   But usually its because the mod has something wrong with it and does not allow the engine to shutdown properly.
Title: Re: Bug Archive
Post by: Orochi_X on August 22, 2007, 02:27:42 pm
I can usually reproduce that issue by deleting a required animation....There must be more to it than that though as , usually , it shuts down properly and writes the error to the log file   :hmm:
Title: Re: Bug Archive
Post by: Bloodbane on August 23, 2007, 01:00:13 pm
3. One 'Type' settings has different effect now apparently.
Code: [Select]
type            1 1 1 The middle '1' nows disables ALL specials and freespecials. Previously it only disables specials (SPECIAL and SPECIAL2).

 Test Procedure:
 - Get Script_Demo2 by me then open tes.text and look at its header to find this text:

Code: [Select]
type            1 0 1 Set the middle flag to 1 like this:
Code: [Select]
type            1 1 1 - Play the level then try performing SPECIAL and SPECIAL2 (forward+special). Can PC perform any of them? (just a test, they shouldn't be able to)
 - Try performing any freespecials. Can PC perform any of them?

 I wonder if this is deliberate.
Title: Re: Bug Archive
Post by: Orochi_X on September 04, 2007, 02:46:24 pm
Enemies with subtype chase running bug.

Tested on build 2.1003

When you run past an enemy with subtype chase that is running towards you , he will turn around to give chase but his "momentum" will keep him fixed on his original course (making him appear to be running backwards) until you are out of the range defined in his walk animation.

baritonomarchetto77 originally picked up on this.....I just confirmed it. SX , expect a demo sometime tonight  ;)

Title: Re: Bug Archive
Post by: Bloodbane on September 05, 2007, 03:02:44 pm
 If you only want to test enemy with subtype chase and running, you can try my script demo 3. Meet Brian Battler in Boss Test and since he uses that setting, he can be a nice example.

 I'm going to DL the latest devbuild to test it too.

 EDIT: Forgot to mention that Brian doesn't have 'range' set in his walk animation.
 Back to that bug, I haven't been able to reproduce it.
Title: Re: Bug Archive
Post by: MCW on September 13, 2007, 03:56:10 pm
Bug in v2.0998.

Enemy throw star act like knife that fire in straight line.
Title: Re: Bug Archive
Post by: Mr.Q® on September 27, 2007, 02:54:28 pm
Openbor bug in latest version: Whenever I start a game and then pause - exit it so I can choose and try another char, openbor goes off after the game over screen.
Title: Re: Bug Archive
Post by: kbandressen on September 27, 2007, 03:12:51 pm
Openbor bug in latest version: Whenever I start a game and then pause - exit it so I can choose and try another char, openbor goes off after the game over screen.
I think this one happened to me as well; I was playing MCW's Final Fight alteration and the game crashed after I quit a mode and chose another.  The log said it was memory related, though I was able to play both the mode I chose and with the character I chose after restarting.  It only happened to me once, though; I was able to quit and select a different mode without issue after the one crash.
Title: Re: Bug Archive
Post by: SX on September 27, 2007, 03:30:33 pm
Could this be related to the highscore bug?
Title: Re: Bug Archive
Post by: Mr.Q® on September 27, 2007, 04:52:36 pm
Possibly, since it can't get into that screen, it quits just after it.
Title: Re: Bug Archive
Post by: dantedevil on November 12, 2007, 10:38:04 pm
   With the last Openbor mi mod don't work proper like before.
The enemies grab not work, they grab and drop without attack or never grab. The fmap pallete for freeze attacks not work, only show the original pallete. With the previous Openbor Everything work perfect to me.
It's a bug, or bugs??

Title: Re: Bug Archive
Post by: Bloodbane on November 15, 2007, 11:15:06 am
 You are correct, Dantedevil. Lots of stuffs have changed, mods don't work like before.

 fmap palette actually works, the problem with it is that OpenBoR use player's fmap setting instead of enemy's. That's why fmap palette doesn't work right.

 As for grab, enemies' grab work differently or actually like heroes now. Meaning GRAB is starting animation instead of the attacking animation. The attacking part is declared in other grabattack animations. Which grabattack they will use is random.
Title: Re: Bug Archive
Post by: dantedevil on November 20, 2007, 12:37:24 am
Thanks my friend! I make the changes in the grab enemies, the anim grab and the anim grabattack. Like you say the enemies use a ramdom attack in the grab. And that is the problem, they never use only the grabattack, they use the others attacks and this not the idea. The grabattack dont work proper in this way.
And about the fmap, i dont understand how fix too.

I hope help to solve this. Thanks.
Title: Re: Bug Archive
Post by: Bloodbane on November 22, 2007, 01:42:33 pm
 Strange, I've never seen enemies with GRAB play other attack aside from GRABATTACKs family. Maybe setting proper range might help. For instance, if you don't want enemies to use ATTACK1 while grabbing, you could set it range to be 'range 36 ...'. The 2nd value is your design but 36 is characters' default grabdistance so by setting 36 as min range, enemies won't use that ATTACK1 since hero who is grabbed is 36 pixels away from them.
 If you're not sure you could set 40 instead.

 As for 'fmap', the way to fix it is tedious and I don't recommend it either but if you're curious, it's simply setting every character's fmap to same value. So if you use 'fmap 1' then ALL characters use 'fmap 1'.
Title: Re: Bug Archive
Post by: Damon Caskey on November 22, 2007, 02:42:44 pm
Quite simply this is a user error. I have enemies of every type and all variety of grabs, attacks, etc. and they never do what you are talking about dantedevil. If you would like to send me a zipped copy of your project, I'll have a look for you.

I find the new grab system far better then the old in that it makes the AI more dynamic and interesting. No way would I endorse going back.

DC
Title: Re: Bug Archive
Post by: Orochi_X on November 22, 2007, 04:54:59 pm
As for 'fmap', the way to fix it is tedious and I don't recommend it either but if you're curious, it's simply setting every character's fmap to same value. So if you use 'fmap 1' then ALL characters use 'fmap 1'.

It is not a tedious fix. It is correct usage. Fmap MUST force the remap onto the opponent. Otherwise , when a freeze attack connected , it would remap the character performing the attack instead!

I will be re-writing the manual entry for fmap as my wording was wrong/misinturperated. Every character must use the same remap number for their fmap. I am , however , going to speak to SX about something I discovered............Some of you might be able to see what it is - DC , I'm looking at you!  ;)
Title: Re: Bug Archive
Post by: dantedevil on November 23, 2007, 08:03:14 am
I Make the changes in the grabdistance, and the grab works better but sometimes the enemy in this case execute the grab and drop and make the jumpattack. This is the txt of this enemy.

name   Troll
health   250
speed   10
type   enemy
shadow   4
cantgrab  1
blockodds  1
thold      100
bflash hit
noquake    1
death 2
nolife   1
risetime      50
grabdistance 40

icon   data/chars/troll/icon.gif
diesound data/sounds/growl1.wav


remap data/chars/troll/idle0.gif data/chars/troll/alt1.gif


anim idle
   loop   1
   offset   34 93
   bbox   20 12 46 84
   delay   25
   frame   data/chars/troll/idle0.gif
   frame   data/chars/troll/idle1.gif
 

anim walk
   loop   1
   offset   52 98
   bbox   37 11 39 92
   delay   16
   frame   data/chars/troll/walk0.gif
   frame   data/chars/troll/walk1.gif
   frame   data/chars/troll/walk2.gif
   frame   data/chars/troll/walk3.gif
   frame   data/chars/troll/walk4.gif
   frame   data/chars/troll/walk5.gif


anim pain
   loop   0
   offset   41 90
   bbox   20 13 45 79
   delay   12
   frame   data/chars/troll/pain0.gif
   delay   36
        frame   data/chars/troll/pain1.gif
   delay   12
        frame   data/chars/troll/pain0.gif

anim fall
   loop   0
   delay   20
   offset   80 121
   attack   46 39 69 53 10 1
   frame   data/chars/troll/fall0.gif
   attack   29 58 88 40 10 1
   offset   80 111
        frame   data/chars/troll/fall1.gif
        frame   data/chars/troll/fall1.gif
   attack   11 96 146 23 10 1
        frame   data/chars/troll/fall2.gif

anim rise
   loop   0
   delay   15
   offset   80 111
        frame   data/chars/troll/rise0.gif
   delay   35
   offset   35 119
        frame   data/chars/troll/rise1.gif
        jumpframe 2 1
   delay   2
        move    4
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
   offset   80 131
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif



anim grab
   range   0 40
   loop   0
        delay   18
   offset   39 109
   frame   data/chars/troll/grab0.gif


anim grabattack
   loop   0
        delay   18
   offset   39 109
   frame   data/chars/troll/grab0.gif
   attack   63 45 21 18 4 0 1 0 0
   frame   data/chars/troll/grab1.gif
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/troll/grab0.gif
   attack   63 45 21 18 4 0 1 0 0
   frame   data/chars/troll/grab1.gif
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/troll/grab0.gif
   attack   63 45 21 18 4 0 1 0 0
   frame   data/chars/troll/grab1.gif
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/troll/grab0.gif
   attack   63 45 21 18 4 1 1 0 0
   frame   data/chars/troll/grab1.gif
        delay   20
   offset   39 124
   bbox   19 53 52 74
   frame   data/chars/troll/jump0.gif


anim block
   loop   0
        offset   44 92
   bbox   24 12 59 85
   delay   2
   move    -8
   frame   data/chars/troll/block.gif
   frame   data/chars/troll/block.gif
   delay   60
   offset   39 92
   frame   data/chars/troll/block.gif


anim attack1
   range   40 100
   loop   0
        delay   13
   offset   33 108
   bbox   15 21 46 90
   frame   data/chars/troll/claw5.gif
        delay   16
   attack   81 47 69 21 5 0 0 0 10
   frame   data/chars/troll/claw6.gif
        delay   13
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/troll/claw5.gif
        delay   16
   attack   81 47 69 21 5 1 0 0 15
   frame   data/chars/troll/claw6.gif
        delay   20
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/troll/claw0.gif



anim attack2
   range   130 160
   loop   0
        delay   25
   offset   33 108
   bbox   15 21 46 90
   frame   data/chars/troll/claw0.gif
        delay   2
        move    4
   offset   45 108
   bbox   31 27 47 84
   frame   data/chars/troll/claw1.gif
   frame   data/chars/troll/claw1.gif
   frame   data/chars/troll/claw1.gif
   frame   data/chars/troll/claw1.gif
   bbox   43 24 53 84
   attack   137 53 30 30 16 1 1 0 0
   frame   data/chars/troll/claw2.gif
   frame   data/chars/troll/claw2.gif
   frame   data/chars/troll/claw2.gif
   frame   data/chars/troll/claw2.gif
   frame   data/chars/troll/claw2.gif
        attack  0 0 0 0 0 0 0 0 0
        delay   25
   bbox   59 30 58 77
   frame   data/chars/troll/claw3.gif
        delay   18
   bbox   31 27 47 84
   frame   data/chars/troll/claw4.gif


anim upper
   range   0 140
   loop   0
        offset   60 115
   delay   14
   frame   data/chars/troll/upper.gif
   attack   59 9 66 27 15 1
        frame   data/chars/troll/rise2.gif
   delay   35
   offset   35 119
        frame   data/chars/troll/rise1.gif
        jumpframe 3 1
   delay   2
        move    4
   attack   59 9 66 27 15 1 1 0 0
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
   offset   80 131
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif



anim attack3
   range   170 200
   loop   0
        delay   15
   offset   39 124
   bbox   19 53 52 74
   frame   data/chars/troll/jump0.gif
        jumpframe 2 3
        delay   2
        move    4
   bbox   23 9 37 120
   frame   data/chars/troll/jump1.gif
   frame   data/chars/troll/jump1.gif
   frame   data/chars/troll/jump1.gif
   frame   data/chars/troll/jump1.gif
   frame   data/chars/troll/jump1.gif
   offset   39 114
   bbox   19 22 56 50
   frame   data/chars/troll/jump2.gif
   frame   data/chars/troll/jump2.gif
   frame   data/chars/troll/jump2.gif
   frame   data/chars/troll/jump2.gif
   frame   data/chars/troll/jump2.gif
   attack   52 3 49 69 15 1 1 0 0
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
   frame   data/chars/troll/jump3.gif
        delay   12
   frame   data/chars/troll/jump3.gif






anim riseattack
   range   0 140
   loop   0
   delay   15
   offset   80 111
        frame   data/chars/troll/rise0.gif
   delay   35
   offset   35 119
        frame   data/chars/troll/rise1.gif
        jumpframe 2 2
   delay   2
        move    4
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
        frame   data/chars/troll/rise2.gif
   offset   80 131
   attack   92 59 51 50 10 1 1 0 0
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif
   frame   data/chars/troll/fall0.gif

anim pain2
   loop   0
   offset   41 90
        jumpframe 1 3
   bbox   20 13 45 79
   delay   12
   frame   data/chars/troll/pain0.gif
   delay   68
        frame   data/chars/troll/pain1.gif
   delay   12
        frame   data/chars/troll/pain0.gif

anim death
   loop   0
   delay   20
   offset   80 111
        nodieblink    3
        frame   data/chars/troll/fall2.gif

I hope someone can see the error in the txt, because I have a lot of enemies with this problem in the latest Openbor to fix.

And about fmap, my problem is for heroes fmap freeze not for enemies. Only the heroes in my mod are freezing . I make changes again in all txt heroes and leave fmap 1 in every case and don't work again.


Title: Re: Bug Archive
Post by: Orochi_X on November 23, 2007, 10:41:36 am
Well , Bloodbane , it seems that I have to eat humble pie. I searched through some web archives of some of the long forgotten openbor forums to find a thread quoting cgremakes when he originally implemented fmaps.

All it really said was that "fmap will designate which remap is used for the freeze effect" but iit did imply that it was an attack command of sorts , in that only entities with freeze attacks needed a fmap setting. It also didn't mention using fmap to hide heroes fmaps from the select screen. So , either that post had misquoted cgremakes or , it wasn't originally supposed to be used on hero's and additional code was implemented to accommodate modders who wished to extend the feature.

Either way , my current method of using fmaps doesn't match either yours or the method in the archive so I must acknowledge that there is , infact , something wrong with the code.

You must realise that , as per bug submission rules , a bug needs to be confirmed by multiple sources before it is considered as such. I've lost count of the hours I have spent with SX trying out his bugfixes only to find that in the end it really was down to user error (thats one of the main reasons SX posted those rules). And as I have been using my method for quite a while without problem , I genuinely thought that you were mistaken.

That being said , I do apologise.

Now that I have informed SX , he will probably get it sorted pretty quick.

Also , I'd like to point out the other bug you have concerning freezing , as well as one I discovered myself...

1. Entities with nodrop still fall over when they are attacked after being frozen.
2. In your mod , if you perform the freezing grab attack and then walk away , the frozen entity will return to their anim idle whilst still frozen.

While he is "under the hood" so to speak , I wonder if it isn't time to make futher upgrades to the feature , allowing non scripted mods to perform palette changes.....
Title: Re: Bug Archive
Post by: Bloodbane on November 23, 2007, 12:00:02 pm
Also , I'd like to point out the other bug you have concerning freezing , as well as one I discovered myself...

1. Entities with nodrop still fall over when they are attacked after being frozen.
2. In your mod , if you perform the freezing grab attack and then walk away , the frozen entity will return to their anim idle whilst still frozen.

Yes, the 1st one is indeed bug. They should play respective PAIN instead.
About #2, it's hard to say cause I don't know what CGRemakes planned in that condition. In ver2.0055, Kula will still grab frozen enemy. But in latest versions, Kula let go of the enemy and this is not right cause freeze attack is not knockdown.
Title: Re: Bug Archive
Post by: dantedevil on November 25, 2007, 12:37:19 am
Ok ok ok ok, use the respective pain to solve the freeze is god to me, but about the grabattack no one give a real solution. Please tell me about my txt of the enmy post, is any bug there to affect in bad way the grab?
Title: Re: Bug Archive
Post by: zamuel on November 25, 2007, 05:33:00 pm
You must realise that , as per bug submission rules , a bug needs to be confirmed by multiple sources before it is considered as such. I've lost count of the hours I have spent with SX trying out his bugfixes only to find that in the end it really was down to user error (thats one of the main reasons SX posted those rules). And as I have been using my method for quite a while without problem , I genuinely thought that you were mistaken.

That being said , I do apologise.

In a way, I feel I must apologize to Bloodbane too since, while I have had the same problem with fmaps in X-Men v2, I lurked rather than creating a thread noting my problems.  To my understanding I had thought that the way both of us used fmap--defined by entity to change to that remap when freeze attacks are used--was correct ever since I joined the community.  In the old txt manual:

Code: [Select]
colourselect {bi}
~{bi} is a binary value.
~If {bi} is 0, the game is normal.
~If {bi} is 1, you can change your character's pallete on the select screen by pressing up and down to cycle through the remaps.
~If a remap is used for a character's 'fmap', it will not be selectable.
~That's "colour" with a u, not "color". Some countries spell it different ways.

fmap {int}
~{int} is a number from 1 to 14 which tells the game what color to make the entity if it gets frozen by an attack.
~{int} is the number of a remap pallette.

That said, I can confirm both of these below from my experiences with X-Men v2.

All of these bugs are from OpenBoR version 2.0916 (2 June 2007). These are compilation of old and new bugs that still exists in that version.

1. OpenBoR doesn't receive input while PC is performing an animation anymore. Previously it is possible to input command while PC is performing attack or freespecial to combo it with other freespecial or special.

 Test Procedure:
 - Play any mods who at least have freespecial or running attack
 - Perform combo by hitting it to enemies
 - Before attack animation ends, try inputting freespecial or running attack command
 - Normally freespecial or running attack would be performed right after attack animation ends (if the command is entered correctly). But in this version, nothing would be played even if the command is correct.

8. Frozen enemies doesn't use their frozen remap. They use PC's setting instead, so if PC frozen remap is 6th remap they will use 6th remap but if PC doesn't have any frozen remap, they won't use any remap at all.
 Funny thing about the former case is after frozen state is over, their remap doesn't revert to given one (in level) and use wrong one instead. However their icon is still remapped fine.

 Test Procedure1:
 - Play Crime Buster Demo and play as Kula
 - Freeze any enemies and pay attention to their remap. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher.
 - Enemies remap won't change to their frozen remap (that's because PCs don't have any frozen remap set)

 Test Procedure2:
 - Make a decent PC with freeze attack. Give the PC a frozen remap.
 - Play any level with enemies then freeze them
 - Let frozen enemies be until they can move again and pay attention to their remap or color.
 - Normally frozen enemies revert to their assigned remap after frozen time is over but in this version, they don't

Concerning Problem 8 Test Procedure 2, this problem does not exist/frozen enemies revert to normal if the player and enemy use the same remap number for their fmap.  I altered Iceman and Sabertooth's fmaps to be remap 1 and it worked properly.
Title: Re: Bug Archive
Post by: lbf on November 26, 2007, 01:42:02 am
I found both of these bugs while playing with versions 2.0691 and 2.1015 of OpenBoR

1. On the Eightman mod I'm working on, I used 12 frames for my Running animation.  When I would abruptly hit different directions while running my character would disappear but its shadow would remain.  The character never reappears and I cannot attack or move properly in this bugged state so I am then forced to reset the game.  When I reduce the amount of frames for the Running animation to 4 frames this bug seemed to no longer occur.

2. A rare bug I've only experienced while developing the mod Balance of Power.  The enemy Heidern has a grab attack and is set to subtype chase.  While my playable character has just been dealt a hit that kills him, seemingly I can be simultaneously grabbed by a Heidern lurking nearby while dying.  The grab attack cannot hit me however and my character is stuck in its pain animation while blinking as it would if I were dead.  While blinking in a frozen pain animation I cannot move nor can I be hit by enemies.  I couldn't escape this pain animation when I was playing as a character whose Special attack requires HP because my HP is zero but when I was using a character whose Special animation requires MP instead of HP I could hit special to escape the pain animation then walk around while the animations of my playable character's sprites were displayed while still blinking.  In this walking dead state the enemies are not aggressive toward me and I can beat them down as if they were target dummies.  I've only had this happen 3 times out of spending much time developing the Endurance Battle portion of Balance of Power so it seems this bug is extremely rare.
Title: Re: Bug Archive
Post by: kbandressen on November 26, 2007, 02:11:59 am
1. On the Eightman mod I'm working on, I used 12 frames for my Running animation.  When I would abruptly hit different directions while running my character would disappear but its shadow would remain.  The character never reappears and I cannot attack or move properly in this bugged state so I am then forced to reset the game.  When I reduce the amount of frames for the Running animation to 4 frames this bug seemed to no longer occur.

I've had this problem as well.  If you make your walk and run animations have the same number of frames, the problem will go away.  I haven't had any problems with it since I did that.

The other bug seems pretty simple; there should probably be a check when grabbing to see if the victim is still alive.   :laughing:
Title: Re: Bug Archive
Post by: Bloodbane on November 26, 2007, 04:35:58 am
 Dantedevil, I have good news for you! I know the cause of your grabattack bug. The Troll use ATTACK3 while grabbing right? That's the bug. This is how OpenBoR conserve backward compatibility. In Beats of Rage, Max Bacon doesn't have GRABATTACK2 and he uses ATTACK3 instead to replace the former. OpenBoR conserve this effect however when player and enemy code are merged, that effect is carried to enemies too causing the bug you mentioned.
 I have mentioned this bug in previous page (forgot which one). Anyways, dantedevil, if you want to solve this bug simply change ATTACK3 to ATTACK4 or any ATTACK animation you're not using.
 For coders, if you want to fix above bug, simply disable the above effect for enemies and NPC too.

 Looking at lbf's report, hmmm the 2nd bug is very funny. How could a character be grabbed in fallen state?
 Wait a second, lbf, please answer questions below:
1. Does your PC have DEATH animation?
2. If he/she has, is there bbox in that animation?
3. If he/she has not, is there bbox in last frame of FALL animation? you don't mention which FALL animation where the bug starts but I'll ask it for all FALL animation.
 
 Oh yes a bug report. It's from ver2.0055 which still exists in latest version  though. It's about 'noreset'. The feature is to stop timer from resetting when player respawns or when other players join the game. The bug is about its side effect with continue timer.

 Test Procedure:
 - Make a decent level then add this header:

Code: [Select]
time            60
noreset         1
Any value for time will do but let's use this one. Make sure to let timer visible
 - Put deadly traps or deadly enemies in that level
 - Open levels.txt then set the level above and set 'lives 1' & 'credits 10'. Any credits will do but we need big one so player can continue. 1 life is so PC can run out of life easier
 - Play the level and get PC killed anyway you like it. Since there's only 1 life, you will be asked to continue or not. Choose to continue (with any PC you like) then pay attention to the timer. Does timer show right time or how many time left to continue instead?
Title: Re: Bug Archive
Post by: dantedevil on November 26, 2007, 09:21:05 am
Thanks Bloodbane!!!!!!!!!!!!!. I change the attack 3 for attack 4 and work perfect.
About fmap bug the exact information of my mod is the next:

Only the heroes can be frozen, none enemy have fmap for frozen.
I have 3 heroes and all have 2 remaps, 1 alternate pallete colour and the second is the frozen fmap. I test in the two ways, setting the fmap for frozen first, and setting second without results. Any other advice to solve this?
Title: Re: Bug Archive
Post by: lbf on November 27, 2007, 06:57:57 pm
Looking at lbf's report, hmmm the 2nd bug is very funny. How could a character be grabbed in fallen state?
 Wait a second, lbf, please answer questions below:
1. Does your PC have DEATH animation?
2. If he/she has, is there bbox in that animation?
3. If he/she has not, is there bbox in last frame of FALL animation? you don't mention which FALL animation where the bug starts but I'll ask it for all FALL animation.

The PCs do not have a DEATH animation nor are there any bboxes on the FALL animation.  What seems to happen is that I am grabbed by Heidern while the PC is simultaneously dealt a killing blow by another enemy.  Before my PC's feet even leave the ground to fall to my death, Heidern grabs me and performs his grabattack which misses and then my PC enters the bugged state while flashing and being frozen in the PC's PAIN animation.  After the initial bugged grabattack Heidern repeatedly attempts to do his grabattack over and over not being able to hit the PC. I can only break out of the PAIN with a Special attack that consumes MP instead of HP

Yessir this bug is indeed very peculiar, and its peculiarity is only exceeded by its rarity.  The only situation this bug has ever happened to me is when I'm fighting about 6 Heiderns at once which are Subtype Chase and have a Grab attack

The other bug seems pretty simple; there should probably be a check when grabbing to see if the victim is still alive.   :laughing:

I like the sound of this solution KB, perhaps it is the solution to this bug.
Title: Re: Bug Archive
Post by: lbf on November 27, 2007, 07:33:54 pm
Oh yeah here are a couple more bugs found on both versions 2.0691 and 2.1015 of OpenBoR while playing the Battletoads mod.

1.  Sometimes the PC dies instantly from being comboed by 2 or more enemies.  This seems to happen only when the PC is attacked by 2 or more enemies that have a three hit attack.  Judging by the sound effects, a lot more than the correct number of hits are registered, so many hits that the PC is killed within a second.  To recreate this bug just get near 2 or more enemies, this bug occurs fairly often, especially if your not quick to hit the special button to escape the hits.

2.  On the side view levels (like the levels found on the COMIX level set), there is an animation bug which makes the PC slide while ducking.  This bug can be recreated in 3 simple steps:
Title: Re: Bug Archive
Post by: Bloodbane on November 28, 2007, 10:57:04 am
 This thread is going offtopic although still bug related.

 
Quote
Only the heroes can be frozen, none enemy have fmap for frozen.

 This solution for this bug is make heroes and enemy's fmap the same. So that means you have to set 'fmap 2' for enemies. I know it's funny since no heroes could freeze enemies but that's how to solve this bug currently.

 Thanks for the clarification lbf! It's important to have details for every bug.

 As for the other 2 bugs, I know both. See this picture:

(http://i11.photobucket.com/albums/a177/DBloodbane/RHBug2.png)

 Athena's freespecial only hits 5 times tough.
Title: Re: Bug Archive
Post by: Damon Caskey on November 28, 2007, 10:58:30 am
Sweet little Athena really must have a thing against crates. On topic, I have tried over and over and I can't reproduce this bug. Is it in the current version?

DC
Title: Re: Bug Archive
Post by: Bloodbane on November 28, 2007, 11:15:12 am
 I make that shot on June. I haven't heard any news about this bug being fixed . Hmmm... maybe I should try it in latest version. Oh BTW to get this bug 'fastattack 1' is required! Without it, the hit would work normally.
Title: Re: Bug Archive
Post by: dantedevil on November 28, 2007, 03:31:27 pm
For Bloodbane:
Here we go again... This time I create a freeze attack for one hero and create a freeze fmap for one enemy. I set fmap 2 for all heros and the only enemy with fmap and:

       1 - the fmap for freeze the enemy works perfect.
       2 - the fmap for heros don't work, freeze with the characters colors.
       3 - remember, with the OpenBoR v2.0053 any of this bugs, all of this bugs is                           
            with the OpenBoR v2.0691 .............and:
       4 - about the bomb bug, I read other post with this same problem, the enemy     
            bomb don't move forward. Exist a fix today?????

           -  ?Houston we have a problem!
       -  ?Again?
 ;D
Title: Re: Bug Archive
Post by: lbf on December 01, 2007, 01:40:53 am
Thanks for the clarification lbf! It's important to have details for every bug.
Sure thing Bloodbane, I try not to leave out details but there are so many details to keep track of... ^_^  If I leave out any details please call me out on them so that I may clarify the circumstances of the bug being reported.  With that being said I've got another bug to report, although it is somewhat minor. 

Here is another bug found on both versions 2.0691 and 2.1015 of OpenBoR.

1.  I was trying to cascade pshots by having a pshot entity shoot another pshot.  Unfortunately a pshot that is summoned by a pshot entity only faces left no matter what direction the PC is facing.  Here is an example of code which causes this effect. 
========================================
name   fosp8
type   pshot
shadow   0
nolife  1
remove   0

anim idle
   delay   5
   subentity   fosp82
   spawnframe   0 1 1 1 0...
=========================================

Of course the "..." found above denotes a continuation of the original code which is specification of delay, offset, and frame definitions.
And the same seemingly bugged effect takes place with this code:
=========================================
name   fosp8
type   pshot
shadow   0
nolife  1
remove   0
knife    fosp82

anim idle
   delay   5
   throwframe   0 20...
==========================================
Of course the "..." found above denotes a continuation of the original code which is specification of delay, offset, and frame definitions.

I dunno how the intentional usage of knife/pshot function would go, but I've tried
to use this technique in both of the above mentioned circumstances with the same effect which is the second entity (being the firing of fosp82) only shoots left...
Title: Re: Bug Archive
Post by: Bloodbane on December 02, 2007, 12:55:40 pm
 To lbf: :D I know the trick you're using here and I also know the bug you're having here. Well, I don't know if this should be fixed or not since it's just a fake trick not to mention we have script to replace this.
 Anyways, the source of the bug is spawning in 1st frame. I name this bug as '1st frame bug'.

Quote
anim idle
   delay   5
   subentity   fosp82
   spawnframe   0 1 1 1 0...

Quote
anim idle
   delay   5
   throwframe   0 20...

 Both spawns other entity as 1st frame and that's the problem. To fix this, simply spawn in 2nd frame instead.
 I've had same bug with you and I had worse than just 'only face left'. I made bomb which spawns other bomb. when bomb spawns other bomb (in 1st frame) it spawns itself instead and the process repeats causing lots of bomb on screen. At first it's OK but on other try OpenBoR crashed. I moved the spawning on 2nd frame and it works well.
 See Skystar's double shot in Crime Buster? I use this trick to make it.

 To Dantedevil:
 Hmmm... what could be the problem here? oh, Dantedevil, did you set 'freeze' in projectile? if you do, that projectile must use fmap too. I know it's weird.
 As for bomb doesn't move forward, have you give speed to it?
 Oh yes, related to bombs, there's a bug which cause bombs not to move forward even if they are well set. This happens if the bombs are thrown in rightmost edge of the level.
Title: Re: Bug Archive
Post by: dantedevil on December 02, 2007, 04:51:45 pm
To Bloodbane:

I set freeze in the attacks not in the projectile, and about the bomb I test everything with the same result speed, jumpheight, all. This is the txt for the bomb:

name   bomb1
type   enemy
health   1
speed   8
nolife   1
jumpheight 3
shadow   0
hitenemy 1
noquake  1

anim idle
   loop   1
   delay   35

   offset   51 89
        attack  33 33 37 27 10
   frame   data/chars/earth/bomb1.gif
   frame   data/chars/earth/bomb2.gif

anim attack1
        offset   51 59
        delay   20
   sound   data/sounds/boom.wav
        blast   40 20 70 70 20 
   frame   data/chars/earth/b2.gif
   frame   data/chars/earth/b3.gif
        blast   0 0 0 0 0 0 0 0

anim attack2
        offset   51 59
        delay   20
   sound   data/sounds/boom.wav
        blast   40 20 70 70 20 
   frame   data/chars/earth/b2.gif
   frame   data/chars/earth/b3.gif
        blast   0 0 0 0 0 0 0 0

tell me about any errors. Thanks!
Title: Re: Bug Archive
Post by: lbf on December 05, 2007, 10:39:28 am
To lbf: :D I know the trick you're using here and I also know the bug you're having here. Well, I don't know if this should be fixed or not since it's just a fake trick not to mention we have script to replace this.
 Anyways, the source of the bug is spawning in 1st frame. I name this bug as '1st frame bug'.

Thanks Bloodbane for posting this solution.  '1st frame bug' :eek:! were gonna have to start a glossary for terms at this rate.
Title: Re: Bug Archive
Post by: Fightn Words on December 08, 2007, 05:10:55 pm
Found something a bit strange, in more then one mod. Shadows on the wall.

Attachment timed out.
Title: Re: Bug Archive
Post by: Bloodbane on December 10, 2007, 12:28:58 pm
 From my judgement, it looks like the mirror reflections use shadow too ;). Unfortunately, their shadow is not placed behind panels like the reflections are.

 Dantedevil, sorry, I've tried making bombs but they work fine so I can't figure out what's wrong with yours.
Title: Re: Bug Archive
Post by: Damon Caskey on December 10, 2007, 01:04:34 pm
Oh! I didn't notice that. FW, Bloodbane is right. Mirrors not not friendly to work with for a lot of things and definatly don't like shadows. At one time, they did the same thing with projectiles. For the time being, you are out of luck if you want both shadows and mirrors.

DC
Title: Re: Bug Archive
Post by: Fightn Words on December 10, 2007, 02:11:41 pm
Oh. So it must have been doing this awhile, and I just never noticed until now.
Title: Re: Bug Archive
Post by: utunnels on December 10, 2007, 02:55:59 pm
yes, there are problems displaying mirrored images, not only shadow(sometimes they even appear in front of HUD). Check it later.
Title: Re: Bug Archive
Post by: jason13bor on December 11, 2007, 10:22:44 am
To Bloodbane:   
                   With the last OpenBOR v2.1134 the bug of bomb without move forward don't show anymore, but...a new problem:
                             I set in the attack of the bomb the respective 1 for no flash and the flash is displayed in the attack. When hit the flash is displayed ever.

And about the freeze problem in this OpenBOR v2.1134 still there. The heros don't show fmap freeze in the freeze attacks of the enemies. The freeze is in the normal attacks not in the in projectile remember. I test the freeze in enemies and works perfect and the bug in fmap freeze heros still here. Any solution???



Title: Re: Bug Archive
Post by: utunnels on December 11, 2007, 10:56:18 am
Oh, I found that fmap bug.
When I changed freeze attack function I made a mistake: use attaker's fmap, not victims.

It'll be fixed soon.
Title: Re: Bug Archive
Post by: jason13bor on December 11, 2007, 11:24:45 am
Thanks utunnels. About the flash displayed in the attack of the bomb, you now where is the problem?


Title: Re: Bug Archive
Post by: utunnels on December 11, 2007, 11:27:46 am
How do you define the attack for the bomb?
Title: Re: Bug Archive
Post by: jason13bor on December 11, 2007, 12:01:23 pm
This is the bomb txt, like you see in any attack the last four numbers are 0 1 1 0.
The second 1 is for not show flash like you now, but flash is displayed ever. If you see any error tell me please. Thanks.
 

name   bomb2
type   enemy
health   1
speed   14
nolife   1
jumpheight 2
shadow   0
hitenemy 1
noquake  1

anim idle
   loop   1
   delay   40
        seta    1
   offset   31 80
        attack  38 35 32 19 10 0 1 1 0
   frame   data/chars/babosa/bomb1.gif
        attack  44 28 19 31 10 0 1 1 0
   frame   data/chars/babosa/bomb2.gif

anim attack1
        offset   33 29
        delay   9
        attack  8 21 45 14 20 0 1 1 0 
   frame   data/chars/babosa/b3.gif
   frame   data/chars/babosa/b4.gif
        delay   5
   frame   data/chars/babosa/b5.gif
   frame   data/chars/babosa/b6.gif
   frame   data/chars/babosa/b5.gif
   frame   data/chars/babosa/b6.gif
   frame   data/chars/babosa/b5.gif
   frame   data/chars/babosa/b6.gif
        delay   9
   frame   data/chars/babosa/b7.gif
   frame   data/chars/babosa/b8.gif
        attack  0 0 0 0 0 0 0 0 0
   frame   data/chars/babosa/b9.gif
   frame   data/chars/babosa/b10.gif
   frame   data/chars/babosa/b11.gif


anim attack2
        offset   13 29
        delay   12
        attack  21 12 24 17 20  0 1 1 0
   frame   data/chars/babosa/b2.gif
        attack  0 0 0 0 0 0 0 0 0


Title: Re: Bug Archive
Post by: utunnels on December 11, 2007, 12:33:45 pm
Oddly enough, I don't see this bug.
Title: Re: Bug Archive
Post by: jason13bor on December 11, 2007, 12:52:03 pm
This is the bug:

attack{#} {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime}

~{noflash} is a binary value which controls whether the flash is displayed. 0 means flash, 1 means no flash.

When the attack of the bomb hit my hero show flash animation, this is the bug because I set 1 in the noflash.
Title: Re: Bug Archive
Post by: utunnels on December 11, 2007, 01:15:02 pm
I tested that, and I didn't see a flash.
Title: Re: Bug Archive
Post by: jason13bor on December 11, 2007, 03:44:34 pm
I test again and works fine, sorry but i change a lot of things to work with the new openbors, and some works fine and others no.

Thanks!!
Title: Re: Bug Archive
Post by: Fightn Words on December 14, 2007, 09:58:26 pm
OK, colors on lifebars are messed up- a black mass appears instead of a transparent color, but initially the lifebar will be transparent or sometimes it will be transparent in the middle, but not at the end of it's existence. Weird.

Holes/pits aren't placed correctly (at least not in Crime Buster). I fell through the bridge road (!), which was about half a screen length from the actual pit.

I was playing Battletoads, and I can't seem to access certain modes of play (Zombie Party or Revenge for example). Well, Revenge will load initially, but then 2 or 3 seconds of play and it kicks me out of the game- WTF?!?

So suffice it to say, the engine has a whole new batch of wonderfull bugs.
Title: Re: Bug Archive
Post by: Bloodbane on December 17, 2007, 12:29:11 pm
Holes/pits aren't placed correctly (at least not in Crime Buster). I fell through the bridge road (!), which was about half a screen length from the actual pit.

Default hole settings must be changed probably. Just a minute, are talking about actual hole or hole sprite?

Quote
So suffice it to say, the engine has a whole new batch of wonderfull bugs.

Yep :(. I hope they all got fixed especially arrow subtype. Most of it are broken.
Title: Re: Bug Archive
Post by: Fightn Words on December 17, 2007, 03:01:31 pm
Quote
Default hole settings must be changed probably. Just a minute, are talking about actual hole or hole sprite?

Well in answer to you're question it appears that the actual hole (not the sprite) is misplaced- I don't remember this before, so assume it's the engine.
Title: Re: Bug Archive
Post by: utunnels on December 17, 2007, 03:31:42 pm
oops, I see star has problems.
Just fix it because I'm play crime buster. lol
Title: Re: Bug Archive
Post by: Fightn Words on December 19, 2007, 04:24:30 pm
More bugs ;D!!
In Battletoads- Revenge, there are at least two bugs:

(http://images.fotopic.net/yrsaq3.jpg)
In this picture, you see the raft that raises & lowers- normally you're character can jump on it and 'ride' the raft no problem. However, in the latest engine build the raft can not sustain you and drops you right into the water- you'll then find youreself being dropped back in after you respawn, endlessly dying.

(http://images.fotopic.net/yrsaq2.jpg)
On the level featured above, you have the section where dangerous giant balls roll forward, fly up, down then repeat the pattern. In the new build, instead of that they fly diagonally from the lower right where they first appear to the upper left & then disappear offscreen. It looks like cruise missiles firing in quick succession.

The Rematch sidestory in Battletoads also has a problem:

(http://images.fotopic.net/yrs9yp.jpg)
This level has barrels that roll forward, but when you hit them they fly off in a weird direction.

(http://images.fotopic.net/yrs9yo.jpg)
The laser level shown here seems to just not let me beat it. I get to the end, and it just sits there. It doesn't end.

And Crime Buster still has some issues (some of the same):

The bridge level where I reported the hole/pit problem (which still exists) has riders with the same weird behaviour I've already mentioned.
Title: Re: Bug Archive
Post by: utunnels on December 19, 2007, 05:25:00 pm
Quote
This level has barrels that roll forward, but when you hit them they fly off in a weird direction.

lol, you found it. Well, it seems all arrows are broken.

I fixed the platform issue anyway.

WHAT, a toad got drown? It must be poisoned water.
Title: Re: Bug Archive
Post by: Fightn Words on December 19, 2007, 05:27:37 pm
Quote
WHAT, a toad got drown? It must be poisoned water.

:laughing:

Yeah, it doesn't make any sense that they couldn't just swim. Go figure.
Title: Re: Bug Archive
Post by: Bloodbane on December 21, 2007, 01:18:49 pm
Yeah, it doesn't make any sense that they couldn't just swim. Go figure.

 :laughing:

Swim? are you sure it IS water? or just black hole covered with 'water illusion' :D?

Alright, get on topic.

Quote
The bridge level where I reported the hole/pit problem (which still exists) has riders with the same weird behaviour I've already mentioned.

 Weird riders? which one? oh the ones that dropped enemies. They are 'arrows'. No wonder.
Title: Re: Bug Archive
Post by: Damon Caskey on December 21, 2007, 01:25:11 pm
There is a great article somewhere about golden age games that makes fun of how these a**kickers, mercenaries, ninja, etc. instantly die the second they touch a drop of water. It's pretty funny but I can't remember where I saw it.

I think my favorite examples are Simons Quest, and the crappy SHinobi PS2 remake. In Simon's Quest you could slog through poison quicksand and pass down through the bottom of a lake, but if you took one step into the water itself.. *poof*, you're dead.

Hotsuma in PS2 Shinobi can walk on LAVA, but if he get's in water over his ankles he instantly dies. Ironically, the orginal arcade Shinobi allowed you to wade through water, and was probably one of the only games during its time that did so.

DC
Title: Re: Bug Archive
Post by: Bloodbane on December 21, 2007, 02:14:32 pm
 :laughing: That's funny DC!

 Reminds me of Tomb Raider 2 where Lara has to get key to open wooden door in Barkhang Monastery. Funny thing here is the wooden door is made of few planks and looks weak enough to destroy with grenade launcher (she should has it by the time she gets there). Unfortunately she can't do that :). The key itself is quite far from the door IIRC.
Title: Re: Bug Archive
Post by: Damon Caskey on December 21, 2007, 02:29:23 pm
Oh I hate the locked door cliche. How many times will you be given some lame side task to get by a rickty door or some other equaly pathetic obstacle and you are thinking "Gimme a break! I could knock that down with my face!"

But then again, I don't think I could heal a broken leg by eating a turkey roast.  ;)

DC
Title: Re: Bug Archive
Post by: Fightn Words on December 21, 2007, 03:44:34 pm
Ah, game logic  :).
Quote
Swim? are you sure it IS water? or just black hole covered with 'water illusion'

Good one Bloodbane.

Quote
There is a great article somewhere about golden age games that makes fun of how these a**kickers, mercenaries, ninja, etc. instantly die the second they touch a drop of water. It's pretty funny but I can't remember where I saw it.

If I'm not mistaken youre reffering to this site (The Minus World), specifically the article labeled The Drink:
http://scrollboss.illmosis.net/mw_index.php

It's part of PrimeOp's site:
http://scrollboss.illmosis.net

Quote
I don't think I could heal a broken leg by eating a turkey roast.

If only life were more like video games.

Title: Re: Bug Archive
Post by: utunnels on December 23, 2007, 02:06:09 pm
There is a great article somewhere about golden age games that makes fun of how these a**kickers, mercenaries, ninja, etc. instantly die the second they touch a drop of water. It's pretty funny but I can't remember where I saw it.

I think my favorite examples are Simons Quest, and the crappy SHinobi PS2 remake. In Simon's Quest you could slog through poison quicksand and pass down through the bottom of a lake, but if you took one step into the water itself.. *poof*, you're dead.

Yeah, remind me castlevania for N64, it just tells you: the water is poisoned. Maybe they are lazy to make a swim logic and of course it is unbelievable our heros just can't swim and get drowned in no time.
Title: Re: Bug Archive
Post by: Fightn Words on December 23, 2007, 11:34:38 pm
And now it's time for
More Bugs
These levels from Battletoads:

(http://images.fotopic.net/yr7upf.jpg)
(http://images.fotopic.net/yrs9yo.jpg)

and from Metal Slug:

(http://images.fotopic.net/yr7up5.jpg)

...don't end. They go on & on forever. At the end of both Battletoads levels are lasers, it might be relevent.

Another thing I noticed (in all the games shown here) is that sometimes at random moments, the enemy's death animation will slide/move towards you're character (it will keep sliding after it passes by, and gravity still affects it). Also, something I never saw before- in Metal Slug when the enemies are dropping out of the sky past the plane, (in the middle of the air) they'll stop or change direction/jump & land on the plane (?).

I used OpenBOR v2.1204 to get these bugs.
Title: Re: Bug Archive
Post by: utunnels on December 24, 2007, 01:40:42 am
I think my dev build fixed the death-slide bug, not sure about previous 2, maybe some enemy or arrow get stuck.
Title: Re: Bug Archive
Post by: Fightn Words on December 24, 2007, 02:14:57 am
Quote
maybe some enemy or arrow get stuck.

Yeah, that's an old problem. I thought that myself since I wasnt sure if that had been fixed the first time or what.

Do you know why (or even how) enemy's are jumping in the middle of freefall when they should just be falling instead?
Title: Re: Bug Archive
Post by: utunnels on December 24, 2007, 02:18:57 am
Do you mean spawn(enemies drop from the sky )?

Title: Re: Bug Archive
Post by: Fightn Words on December 24, 2007, 02:20:38 am
Yep. After they spawn from the sky, in the middle of falling they jump. Ha ha! Weird.
Title: Re: Bug Archive
Post by: utunnels on December 24, 2007, 02:24:00 am
It is old logic, if the enemy don't have spawn animation ,it will use jump animation to drop(also jump logic, because an hosile entity will use upper to them).

So for new mod, you can give a spawn animation so then won't jump.
Title: Re: Bug Archive
Post by: Fightn Words on December 24, 2007, 02:31:52 am
Hmmm... that makes a great deal of sense. You might be right about that, because the soldier enemy character has a jump attack he uses. I mostly thought it was strange because I never saw them do it until this engine build.
Title: Re: Bug Archive
Post by: Bloodbane on December 24, 2007, 03:20:48 am
It is old logic, if the enemy don't have spawn animation ,it will use jump animation to drop(also jump logic, because an hosile entity will use upper to them).

I'm aware of this logic but for players. Apparently enemies use this too.

 Here are some new bugs report:
1. Dusts are no longer played even if they are declared.
2. Knives flies slower than before. Their default speed value should be 20 instead of 10.
3. Enemies with subtype arrow dies if spawned too far to left or right offscreen.  Die means they die normally (not vanish) and they'll drop any item they have.
4. SFX are lagged meaning they are played late. Hmmm... it doesn't happen with my script demo though.
5. Entities bounce after fallen to ground but not moving backward like before.

 I am aware that enemies have new grab system but it needs improvements.
1. Let enemy finish his/her grab animation even if it hit. It stops after hitting hero making the animation looks bad.
2. Enemy should only choose grabattacks from available ones instead. Oftenly I noticed he/she stays in grab animation without doing anything after grabbing hero as if he/she is not sure what to do.

 Speaking of bikers, I noticed difference with them but what is actually changed? now they always face left on spawn instead.

 Anyways, thank you for the bug fixes! Arrow dies normally now instead of flying upwards.
Title: Re: Bug Archive
Post by: utunnels on December 24, 2007, 03:46:09 am
In my dev build you can use flip to change biker's facing, default facing is based on the position they are spawned. I test MCW's demo, seems it is fixed.

Knife's speed default to 20, not 10. Anyway I see knives in crime buster fly slowly.
Title: Re: Bug Archive
Post by: utunnels on December 24, 2007, 03:16:27 pm
At the end of both Battletoads levels are lasers, it might be relevent.


What do you mean by this? I just walk to the end of the level and it ends.
-----------------

lol, oh ,one of them has problem, I did get stuck here:


Code: [Select]
spawn rat
coords 380 191
at 3140

Odd, the panel's length is 1940, so I have no clue, if the mod used to work, how did it?

-------------------

Code: [Select]
spawn end
coords 1945 187
at 0

spawn end
coords 1955 192
at 0

I see, maybe the end level item is killed by screen scroll or has dropped below the wall.
Title: Re: Bug Archive
Post by: Orochi_X on December 24, 2007, 05:57:40 pm
This has been around for a while now but can anything be done with (what I assume is) direction checking errors when using turndelay?

Apart from it messing up freespecial inputs , you can also run by tapping back then holding forward
Title: Re: Bug Archive
Post by: Damon Caskey on December 24, 2007, 07:24:36 pm
OX is on the money. I've kept my mouth shut about this, but yeah. It cuts your command options neatly in half to use turndelay. Needs fixing post hash.

DC
Title: Re: Bug Archive
Post by: utunnels on December 25, 2007, 09:57:15 am
Hmmm... that makes a great deal of sense. You might be right about that, because the soldier enemy character has a jump attack he uses. I mostly thought it was strange because I never saw them do it until this engine build.

Here's the code from v2.0052. According to it, an enemy will drop from the sky if he doesn't have a spawn animation and spawned inside the screen(or in an elevator stage).
So current version has a bug that enemies won't drop from the sky anymore if it is not an elevator stage, e.g., Bloodbane's Crime Buster.


Code: [Select]
        // 1-10-05  no more enemies dropping in unless they don't have a ANI_SPWN
        if(e->model->animation[ANI_SPAWN]) e->think = enemy_spawn;
else{
            e->think = enemy_drop;
            dodrop = (level && (level->scrolldir==SCROLL_UP || level->scrolldir==SCROLL_DOWN));

            if((dodrop && e->x > -30 && e->x < 350) || (props->x > 0 && props->x < 320)){
// PSP Video Update from 240 to vRes1
                e->a += vRes1 + randf(40);

                if(e->health < 1){
                    // Funny: drop dead right away
                    ent_set_anim(e, ANI_FALL, 0);
                    e->think = enemy_fall;
                }
            }
        }
Title: Re: Bug Archive
Post by: Fightn Words on January 12, 2008, 12:08:45 pm
Hello UT ;D-
It's time for Bugs:

Just so you know, I always use Battletoads for bug testing (in case you hadn't noticed).

On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:
(http://images.fotopic.net/yr4woa.jpg)
Also some Rat creature as well- the player will not be able to harm them because it has zero effect- no damage. Obviously this isn't good because it makes it impossible to proceed/finish the level.

This platform doesn't work:
(http://images.fotopic.net/yr4wob.jpg)

I would like to take this opportunity to say thank you for looking at and fixing these bugs Utunnels. It makes playing OpenBor more pleasurable when everything works the way it should- at least, someday it will. :teary_eyed:

*Edit*

Almost forgot- the engine still seems to quit randomly after I defeat a level. Very annoying.
Title: Re: Bug Archive
Post by: utunnels on January 12, 2008, 01:46:52 pm
Damn it. So I should not check if the platform entity has bbox.
Title: Re: Bug Archive
Post by: Orochi_X on January 12, 2008, 03:08:32 pm
I've found a bug with gfxshadow. If an entity's frame has an offset with negative values , the gfxshadow is not displayed.

Title: Re: Bug Archive
Post by: utunnels on January 13, 2008, 01:23:33 am
I've found a bug with gfxshadow. If an entity's frame has an offset with negative values , the gfxshadow is not displayed.

You are right, and you can find the reason here. I seems I need to fix it again.
http://lavalit.com:8080/index.php?topic=868.0 (http://lavalit.com:8080/index.php?topic=868.0) :eyebrow_action:

Title: Re: Bug Archive
Post by: Bloodbane on January 13, 2008, 01:29:01 pm
On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:

 Can you check what exactly they were doing before they stopped?

Quote
Almost forgot- the engine still seems to quit randomly after I defeat a level. Very annoying.

 So I'm not the only one with this bug.

 Hey this thread is supposed to be Bug Archive not Bug Report!
Title: Re: Bug Archive
Post by: Fightn Words on January 13, 2008, 02:26:10 pm
Quote
Quote
On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:
Can you check what exactly they were doing before they stopped?

Can't tell exactly when they stop (takes a minute to notice the different behaviour), so I don't have the answer. What I can say is it's a recent change (newer engine builds).

Quote
Hey this thread is supposed to be Bug Archive not Bug Report!

I'll start posting in Bug Report instead.
Title: Re: Bug Archive
Post by: utunnels on January 14, 2008, 04:12:03 am
On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:
(http://images.fotopic.net/yr4woa.jpg)

OpenBoR: I'm sorry snowman, but you are dead...

I debug to find the snow man is dead after do an attack, checking it now.

Fixed.
Title: Re: Bug Archive
Post by: Fightn Words on January 14, 2008, 05:54:14 am
Thank you for fixing that, UT.
Title: Re: Bug Archive
Post by: bWWd on January 19, 2008, 10:24:07 am
If item which is supposed to give you a weapon will have "gfxshadow 1" then if you pick it up it will crash the game.
Also new version have some problem with "lib001.c " in scripts folder , maybe i have outdated version ? wheres the new one which doesnt crash at the start because of some functions/commands in this C file ?
Title: Re: Bug Archive
Post by: utunnels on January 19, 2008, 10:32:36 am
The weapon model has gfxshadow or item?
Title: Re: Bug Archive
Post by: bWWd on January 19, 2008, 11:05:30 am
Item have gfxshadow , its a car in my new mod.
Also i cant get rid of sound when i tryin to make character without attacks , as you see they have motocycles and i didnt wanted attacks for characters but when i put FAKE attack1 with frames from idle animation and short delay then it still plays the "swoosh" sound from attack , i dont know why , but even when i dont have any sound command in attack1 it still plays this sound.Just change attack1 and give him one or 2 frames with short delay and you will see what im talking about.
(http://i1.tinypic.com/6yf2ft1.gif)
I have it like that :
anim attack1
   loop   1
   delay   4
   offset   106 193
   bbox   50 130 120 65
   frame   data/chars/ch1/mo1.gif
   offset   106 192
   frame   data/chars/ch1/mo1.gif
   offset   106 193
   frame   data/chars/ch1/mo2.gif
   offset   106 192
   frame   data/chars/ch1/mo2.gif
Title: Re: Bug Archive
Post by: utunnels on January 19, 2008, 11:08:57 am
You can remove that punch.wav.
But the result is all your attacks don't have sound effects, but you can use sound command to add a sound for it, and in current bor, you can give each frame different sounds.
Title: Re: Bug Archive
Post by: utunnels on January 19, 2008, 11:12:01 am
I don't get the crash when use gfxshadow for items. How do you define the item anyway?

Or you can wait for next version, maybe it is relatived to current un-stable build.
Title: Re: Bug Archive
Post by: Damon Caskey on January 19, 2008, 11:28:29 am
Hulk on a bike is hilarious!

DC
Title: Re: Bug Archive
Post by: bWWd on January 19, 2008, 11:48:47 am
This is item txt:

name   we1
health   0
type   item
subtype    weapon
weapnum    2
shadow   0
typeshot     0
counter           0 
shootnum          0
nolife   1
gfxshadow 1

anim idle
   loop   1
   delay   30
   offset   160  87
   bbox   50 40 220 50
   frame   data/chars/misc/police.gif


And welcome back i just came back from my country i wasnt online couple of weeks.

Title: Re: Bug Archive
Post by: utunnels on January 20, 2008, 06:36:23 am
Funny.
I have no clue right now because I hacked some mods include battletoads and I didn't see the problem.

 :hmm:
Title: Re: Bug Archive
Post by: bWWd on January 20, 2008, 07:31:33 am
Screw it , it is fixed in new version so its not a bug but it stills showing gfxshadow in the wrong place when i have it in this item.
It showing shadow too far to the left.
 Its like :
    shadow     
            Item

And in all character is like that:
        shadow
        entity

I just disabled shadow in this item.
Title: Re: Bug Archive
Post by: utunnels on January 20, 2008, 07:35:47 am
There is a shadowcoords command.

You can use it like offset command, but it is for shadow only. When you shadow is not at the bottom line of the pitcutre, you might want to use it to adjust the shadow position.
Title: Re: Bug Archive
Post by: bWWd on January 21, 2008, 09:18:19 pm
I fixed problem with shadow by changing name of gif....
Is "subentity" and "custentity" removed ?Cause it crashing engine without any info in log when i use it in header.
Title: Re: Bug Archive
Post by: Orochi_X on January 21, 2008, 09:24:31 pm
I always use those commands in an animation like so...

anim freespecial
subentity blah
spawnframe 3
loop 0

I'm using the latest SVN and I'm not experiencing any errors.
Title: Re: Bug Archive
Post by: bWWd on January 21, 2008, 09:45:15 pm
so it shouldnt be in header?
By the way , i just discovered some real bug , which caused crashing/shutting down  my mod , i had custom flash in animation and thats why engine is shutting down , not because of script commands or something , i just discovered it now by testing and removing all commands from animation and im sure that "hitflash" command is shutting down engine :) cause i pasted it to my other attack and it shutted it down.
Title: Re: Bug Archive
Post by: bWWd on January 22, 2008, 07:53:39 am
Allright i didnt had time to test it to the end and i found that problem was in this particular flash entity , it had link to the script in its header and it was causing game to shutdown , so problem is now solved but it seems that it cant use script or something ?
Also weapon characters cant have link to script in header cause it makes game to shutdown.
Title: Re: Bug Archive
Post by: bWWd on January 22, 2008, 05:59:23 pm
smartbomb hits other player characters even if nohit is 1 in levels or in options is friendly fire.
Title: Re: Bug Archive
Post by: Fightn Words on January 23, 2008, 06:04:49 am
Seems like people are still posting bugs here so I guess I'll continue to also.

Bugs

BattleToads- T.Bird Rescue on level 16; I get to a little ways past the two exploding drums and some Rat creatures come out to fight. For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
(http://images.fotopic.net/yrjh4u.jpg)

Metal Slug- on level 2 at the end of the level; I'm pretty sure you know about this one already. I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.
(http://images.fotopic.net/yrjh4v.jpg)

Super Tokusatsu Onore(Demo 2)- using the character Pegasus; I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.
(http://images.fotopic.net/yrjh4w.jpg)

Once again, you're doing a fantastic job Utunnels. The combined powers of all the coders past, present (& future) are really allowing the engine to become what I think it was always meant to be.
Title: Re: Bug Archive
Post by: Bloodbane on January 23, 2008, 02:11:30 pm
For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.

 Hmm... maybe Rat got stuck in a certain animation?

Quote
I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.

 Did it happen when he jumps or when he lands? Cause there's a bug with Mighty where OpenBoR kicks you out when he lands after jumping.

Quote
I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.

 Are you kicked out when he performs the move or when he's going to shoot?

 Somebody has to start new topic for bug reports.
Title: Re: Bug Archive
Post by: Fightn Words on January 23, 2008, 06:18:40 pm
Quote
Quote
Quote from: Fightn Words on Today at 04:04:49 AM
For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.

 Hmm... maybe Rat got stuck in a certain animation?

Could be. Ive never seen this happen before.

Quote
Quote
I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.

 Did it happen when he jumps or when he lands? Cause there's a bug with Mighty where OpenBoR kicks you out when he lands after jumping.

Mid jump last time I noticed. It could be something else possibly.

Quote
Quote
I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.

 Are you kicked out when he performs the move or when he's going to shoot?

After he performs it and shot is 'fired'.

Quote
Somebody has to start new topic for bug reports.

Maybe you're right. :)
Title: Re: Bug Archive
Post by: Bloodbane on January 29, 2008, 01:21:51 pm
 Guess no new thread is required for this.
 Anyways, Fight n Words, do you notice these bugs too:
1. In Metal Slug Resistance, heroes throw knives also while shooting when they perform JUMPATTACK. Technically they throw stars. See below.
2. In same mod, killing the 1st level boss doesn't immediately end level. I still have to kill the rest of the army.
3. In Super Tokusatsu Onore demo 2, aside from Pegasus, Faiz also have same bug with his shooting freespecial (Down Down).

 Oh I get kicked out too by 1st stage boss in Metal Slug Resistance but he hasn't jumped IIRC.
Title: Re: Bug Archive
Post by: utunnels on January 29, 2008, 01:27:32 pm
I don't understand you, do you mean jumpattack like this?
Title: Re: Bug Archive
Post by: Bloodbane on January 29, 2008, 01:41:05 pm
 I said JUMPATTACK, cause I don't get the bug if I perform JUMPATTACK2 or JUMPATTACK3. I think it's because of 'throwframe' in the animation regardless of the name.
Title: Re: Bug Archive
Post by: utunnels on January 29, 2008, 01:43:08 pm
I don't see anything wrong. It just shots 3 bullets, that's all.

And I beat the first stage, the boss' death animation's quite long, but when the animation finished, the level ended.
Title: Re: Bug Archive
Post by: utunnels on January 29, 2008, 01:44:35 pm
Oh, I see. In the first level it is OK, but in the second it throw stars.
Title: Re: Bug Archive
Post by: Fightn Words on January 29, 2008, 01:59:58 pm
Quote
Guess no new thread is required for this.
 Anyways, Fight n Words, do you notice these bugs too:
1. In Metal Slug Resistance, heroes throw knives also while shooting when they perform JUMPATTACK. Technically they throw stars. See below.
2. In same mod, killing the 1st level boss doesn't immediately end level. I still have to kill the rest of the army.
3. In Super Tokusatsu Onore demo 2, aside from Pegasus, Faiz also have same bug with his shooting freespecial (Down Down).

Yeah, Ive noticed quite a few those included. I think people should be encouraged to list bugs as you have done here, as long as there sure they are bugs. I know there bugs because I remember how OpenBor previously functioned.

Quote
Oh I get kicked out too by 1st stage boss in Metal Slug Resistance but he hasn't jumped IIRC.

Hmmm. I wasn't sure exactly what was causing it but I have seen Utunnels fix this before, so I hoped he would be able to again.
Title: Re: Bug Archive
Post by: utunnels on January 29, 2008, 02:02:11 pm
OK, I just gave it a patch, now metal slug seems OK, I don't get that Super blahblah.. demo, so test it later.

If there still be problems in jumpattack, I think we should document it, tell the modder to avoid throwframe in jumpattack and use shotframe instead. Because according to old code, the engine will check "Star", if it exists, then use star in jumpattack. Now player and enemy code are merged together, that "Star" will still take effect.

I never like this idea, but just keep it there for old mods.
Title: Re: Bug Archive
Post by: Fightn Words on January 29, 2008, 02:03:28 pm
Thank you very much UT! :)
Title: Re: Bug Archive
Post by: Bloodbane on January 29, 2008, 02:21:00 pm
Oh, I see. In the first level it is OK, but in the second it throw stars.

Huh? Oh I get it, that's because 'star' is set to know. In 1st level nobody uses 'star' so it's not loaded but in 2nd level, it's loaded cause the boss uses it.

Quote
I don't get that Super blahblah.. demo, so test it later.

LOL!  :laughing: The name is quite long. I was going to abbreviate it but it might make it unclear.

Quote
I think we should document it, tell the modder to avoid throwframe in jumpattack and use shotframe instead.

 Hmmm... OK I'll document that.

Quote
I never like this idea, but just keep it there for old mods.

 Yeah, it's was surprising when I found out that throwing star use 'throwframe' too.

 BTW uTunnels, have you fixed bugs I've posted before in ... few pages behind.
Title: Re: Bug Archive
Post by: utunnels on January 29, 2008, 02:30:42 pm
Not sure, some are just hard to reproduct. And some are gone or temporary gone without knowing.

I also saw a crash while beating the second boss in Metal Slug, but today I beat it for several times and didn't see.
Title: Re: Bug Archive
Post by: Mr.Q® on January 29, 2008, 03:39:58 pm
Holdblock 1 in entity's header
+
Blockratio 1 in models.txt
------------------------
BUG

Whenever I set these 2 values, when the enemy hits you and should take your life by chipping you to death, the enemy gets hit by nothing, and falls, while you're still alive.
Title: Re: Bug Archive
Post by: utunnels on January 30, 2008, 02:52:44 am
I see, the enemy knock down himself, funny, about to fix it.
Title: Re: Bug Archive
Post by: Mr.Q® on January 31, 2008, 10:47:02 am
Thanks man! good thing! I hope you can solve the transparency thing as well.
Title: Re: Bug Archive
Post by: utunnels on January 31, 2008, 10:53:17 am
I don't see any problem with transparency, I use alpha 6 and it works, so I assume other should also work well,
 so are you sure you don't use remap for that entity?

Title: Re: Bug Archive
Post by: Mr.Q® on January 31, 2008, 11:58:00 am
This is one of my characters projectiles, and it doesn't display alpha transparency :(

name    kohkn
health   0
speed    20
type     pshot
counter  9999
shootnum 9999
nolife   1
alpha    1
gfxshadow   1

anim idle
   loop   1
   delay   3
   offset   -10 41
   attack  20 19 37 33 15 1 0 0 13
   frame   data/chars/0misc1/hado01.gif
   frame   data/chars/0misc1/hado02.gif
   frame   data/chars/0misc1/hado03.gif
   frame   data/chars/0misc1/hado04.gif
Title: Re: Bug Archive
Post by: Fightn Words on February 02, 2008, 03:01:18 pm
Bugs so far:

BattleToads- T.Bird Rescue on level 16; I get to a little ways past the two exploding drums (*seems like it happens immediately after the drums) and some Rat creatures come out to fight. For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
(http://images.fotopic.net/yrjh4u.jpg)

Metal Slug Resistance- on level 2 at the end of the level; I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.
(http://images.fotopic.net/yrjh4v.jpg)

Super Tokusatsu Onore(Demo 2)- using the character Pegasus (* and the character Faiz as Bloodbane mentioned); I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.
(http://images.fotopic.net/yrjh4w.jpg)

Continued/More Bugs

Metal Slug Resistance- After you complete the first level, heroes throw knives instead of bullets when they perform JUMPATTACK. Technically they throw stars. (Bloodbane)
(http://images.fotopic.net/yrnxzi.jpg)

Metal Slug Resistance- Whenever you throw a grenade at certain points (in the 2nd level for example), grenades detonate prematurely and parallel to the platforms.
(http://images.fotopic.net/yrnxzx.jpg)
(http://images.fotopic.net/yrnxzj.jpg)
(http://images.fotopic.net/yrnxzk.jpg)
Title: Re: Bug Archive
Post by: Damon Caskey on February 02, 2008, 04:04:19 pm
That grenade thing isn't a specific bug. It shows up elsewhere too. For example, Landframe does not work consistently over pits or platforms if the character started at a different altitude unless you a Jumpframe or scripted jump occurs somewhere in the animation after passing over the object in question. I'm betting this is the same issue affecting the grenades.

It seems the altitude of landing is calculated at the start of the jump or flight as opposed to the end. So if that height changes abruptly during the "flight path", the engine doesn't compensate. I'm guessing it is that way to save processing power, but it does seem to cause some issues here and there.

DC
Title: Re: Bug Archive
Post by: utunnels on February 03, 2008, 03:58:44 am
The bomb problem is fixed some days ago. It is because the bomb is type pshot or something so it is spawned to be able to float in air like an arrow.


Yeah, I get why metal slug crashed when you fight Allen Jr. the second boss.

It is because his special2 use jumpframe + throwframe, in old engine it is supported to use star but now since it is not a real jumpattack but jumpframe move, it will throw knife so it crashes becase there's no knife loaded.


---------------

I've hard coded the star/knife section for the legacy features:

If there's throwframe in the animation then,

1. If the animation has custknife or custpshotno specified, then try knife.

2. Else, if the animation has custstar, then try star(no matter if it is jumping, because the modder specify custstar, he should know the result)

3. Else, if the entity is jumping(jumpattack, jumpattack2 etc), then try star.

4. If 3 failed, try knife.

5. Else, try knife.

6. If 5 failed, try star. (Or we can just shutdown the engine, but be more tolerant is not bad because the result is obvious)


Title: Re: Bug Archive
Post by: Fightn Words on February 03, 2008, 04:04:05 am
Quote
I've hard coded the star/knife section for the legacy features:

If there's throwframe in the animation then,

1. If the animation has custknife or custpshotno specified, then try knife.

2. Else, if the animation has custstar, then try star(no matter if it is jumping, because the modder specify custstar, he should know the result)

3. If the entity is jumping(jumpattack, jumpattack2 etc), then try star.

4. If 3 failed, try knife.

5. Try knife.

6. If 5 failed, try star. (Or we can just shutdown the engine, but be more tolerant is not bad because the result is obvious)

I can see why it could get frustrating fixing all that- it sounds pretty convoluted.
Thank you UT.  :)
Title: Re: Bug Archive
Post by: Orochi_X on February 03, 2008, 08:19:37 pm
I've mentioned this a few times before but there seems to be a problem with direction checking when using turndelay/backwalk.

This causes the player to run when you tap back , forward.

And also screws up freespecials.....

f,d,f == f,d,b, == b,d,b. Not only is it frustrating , but it seriously cuts down your choice of inputs as the first command you define in the com settings will override any of the similar inputs.
Title: Re: Bug Archive
Post by: Bloodbane on February 04, 2008, 04:28:08 am
Not sure, some are just hard to reproduct. And some are gone or temporary gone without knowing.

 Can you be more specific which ones are hard to reproduce? bug where enemies walk to holes easily is hard to reproduce but it's easy to find in Evil Splatter demo.

 BTW now enemies who is spawned onscreen walks while falling. Is this bug or deliberate?
Title: Re: Bug Archive
Post by: utunnels on February 04, 2008, 04:35:28 am
They used to be able to walk into holes, now sometimes they will, sometimes when they walk diagonally there's some calculation inaccuracy and they are out of luck, not a big problem IMO, but should be bad for a boss.

About the air walk problem, players also has it when they walk off a ledge, maybe I will treate them in one time.
Title: Re: Bug Archive
Post by: Bloodbane on February 07, 2008, 04:22:44 am
They used to be able to walk into holes, now sometimes they will, sometimes when they walk diagonally there's some calculation inaccuracy and they are out of luck, not a big problem IMO, but should be bad for a boss.

They used to be? in which version? I never see them walk to holes deliberately like his before. For jumping and charging to holes, yes but that's because of their attacks.
 To me it's big problem cause enemies are stupid so I don't like want them more stupid by ignoring holes. Besides, there's aimove ignoreholes so why should the default AI ignoreholes too.
Title: Re: Bug Archive
Post by: utunnels on February 07, 2008, 04:29:44 am
Yeah, I expressed the opposite meaning. They used to avoid hole even if they are attacking.

BTW, I didn't experience that much, and my MOD use a lot of holes/walls, I think that's due to the hole's shape, but I haven't figured it out.
Title: Re: Bug Archive
Post by: Damon Caskey on February 08, 2008, 11:32:02 am
Can't animation does not work at all. Tried it out and it's simply ignored. Character does whatever normal action would be associated with last button press. I know that block will override cant (it shouldn't, but the manual has it listed as doing so), but the other buttons all behave this way as well.

While listing a bug, I'll also mention blend (alpha {int}) settings on models also appear to be ignored. I say "ignored" because the blend function itself is working on things that default as using it (lifebar backfill, shadows, screen panels, etc.).

DC
Title: Re: Bug Archive
Post by: utunnels on February 08, 2008, 11:41:50 am
While listing a bug, I'll also mention blend (alpha {int}) settings on models also appear to be ignored. I say "ignored" because the blend function itself is working on things that default as using it (lifebar backfill, shadows, screen panels, etc.).

When and how, you know not all of them are ignored because my mod just works well.
Title: Re: Bug Archive
Post by: Damon Caskey on February 08, 2008, 11:45:15 am
Thus my use of "appear to be" as opposed to a definitive "are". I have found Alpha 1, and Alpha 2 are both non functional for me. I'll look at the others as well.

*EDIT* And another good reason to say "appear to be", because yes, I was dead wrong. I forgot about my live zoom system, which updates drawmethod constantly and was overriding entity alpha settings. I had even written in provision for the script to take care of that stuff and forgot to use it. As soon as I did blend worked fine, so forget what I said about it.  :dunce:

There is nothing special at all about how I am using the can't animation though. I think it is just plain broke.

DC
Title: Re: Bug Archive
Post by: utunnels on February 08, 2008, 12:00:37 pm
 :dunce:
I search the code and found the only ANI_CANT is when you load the model.

So the code is completely removed.
Title: Re: Bug Archive
Post by: SX on February 08, 2008, 01:07:53 pm
It seems it was never there to begin with.....   (looking at v2.0048)


http://openbor.svn.sourceforge.net/viewvc/*checkout*/openbor/openbor.c?revision=1



Title: Re: Bug Archive
Post by: utunnels on February 08, 2008, 02:15:33 pm
Yeah, so it might never be implemented.
Title: Re: Bug Archive
Post by: Damon Caskey on February 08, 2008, 03:45:34 pm
Here is an interesting one, it was giving me fits until I narrowed down the issue. getentityvar() always returns the same value for a given index when used on subentities.

1. Spawn an entity during play with subentity, knife, or flash. I have tested with type enemy and type none.
2. Set an entity variable on the subentity using setentityvar(self, X, Y). I set them using @cmd in the sub entity spawn animation.
3. Spawn a second subentity, and this time use getentityvar(self, X).

Since "self" in step 3 refers to another entity altogether, getentityvar(self, X) should return nothing. Instead it will return Y from step 1 on X index.

DC
Title: Re: Bug Archive
Post by: utunnels on February 08, 2008, 04:09:23 pm
That is because entityvars are not cleared when the entity is killed. I cleared scriptvars though, but maybe this is not needed.

I'm still not sure how to handle them: if you clean everything once then entity is killed/spawned, it might be slow, various on how many variables are you defined in script.txt. If they are not cleaned, modders have to clean them manually when they about to use a certain slot, and they usually forget to.

Title: Re: Bug Archive
Post by: Damon Caskey on February 08, 2008, 04:18:03 pm
That does cause a problem for some things then. Projectiles are a big issue. How are you supposed to clean them manually? When a projectile goes so far out of screen or hits and has remove on, it's instantly removed by the engine and we have no way to run a script to clean anything it carries.

DC
Title: Re: Bug Archive
Post by: utunnels on February 08, 2008, 04:26:20 pm
That thing happens quite often, like you save an entity handle fo later use, and when the entity is killed instantly, the handle is still there and you will get a problem if the handle is used by another entity at once.
So that is not the entityvars's problem, but a common issue from entity handle.

Title: Re: Bug Archive
Post by: Bloodbane on February 10, 2008, 03:58:27 am
 UT have you fixed these bugs:
1. Runjumpspeed 2 is ignored. Heroes would jump forward like normal jump while running jump.
2. Enemies skip the rest of animation after knocking down hero with attack in grab animation.
3. Enemies play riseattack immediately after they fall to ground. Previously they lie on ground for some time (set by risetime) before deciding to riseattack or not.

 These 3 bugs are some of the reasons I don't recommend ppl to use latest version to play my mod.
Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 04:15:22 am
1. I think you mean running command?

2. There's a new command grabfinish 1 in entity header to let characters finish the grab animation. I didn't default it to 1 because in some mods player has long grab attack animation, you can switch to other grabattack or just release the target while still playing grab animation. So I like enemies and players be same in this logic.

3. I know that, and I don't want to fix it because player can use riseattack immediately too. Or I can give a random number to enemies.


Title: Re: Bug Archive
Post by: Bloodbane on February 10, 2008, 04:47:34 am
1. I think you mean running command?

Yes.

Quote
2. There's a new command grabfinish 1 in entity header to let characters finish the grab animation. I didn't default it to 1 because in some mods player has long grab attack animation, you can switch to other grabattack or just release the target while still playing grab animation. So I like enemies and players be same in this logic.

 Oh so that's what the command is for.

Quote
3. I know that, and I don't want to fix it because player can use riseattack immediately too. Or I can give a random number to enemies.

 No random please. It should work like before.
 Players can use riseattack immediately because they rise quickly. I don't understand why in latest version they lie on ground longer now.
 Also don't you think it's odd, if player has risetime -40, then he/she can interrupt it by performing riseattack? I think it should be consistent meaning if character won't rise immediately, they can't perform riseatack until he/she finished lying down (enemy or player).
Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 05:03:37 am
1. Working for me.
Title: Re: Bug Archive
Post by: Bloodbane on February 10, 2008, 05:08:39 am
 Sorry, I mean the variable to set running jump velocity (forgot which one). If set to 2, it won't work but if set to 3 it works.

 Oh related to player's riseattack, my suggestion is if player is still lying on ground, if we want to perform riseattack, we could hold UP+ATTACK until it's performed.
Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 05:12:55 am
Well, I set it to 2 and it works , like this:

running   26 5 2 1
Title: Re: Bug Archive
Post by: Bloodbane on February 10, 2008, 05:19:34 am
 But heroes jumps slower in latest version. Previously in old version, heroes jump farther and farther than normal forward jump. Now the 2 jumps are just the same :(.
Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 05:23:28 am
Well, I tested and they are different.

running   26 4 2 1
jumpheight 4


The character jump further while running.
Title: Re: Bug Archive
Post by: Bloodbane on February 10, 2008, 05:29:28 am
 Hmmm... I'm sure it's slower in latest version than older versions. Running speed has no effect on running jump right?
Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 05:31:22 am
Yes, run speed has no effect, but speed has effect.

runjumpspeed = walk speed x runjump distance

Title: Re: Bug Archive
Post by: utunnels on February 10, 2008, 05:37:33 am
Oh, wait.

You are right, not only run jump is slower, but normal forward jump is slower too:


There used to be a minimum speed before, now it will use the model's speed. That means if you give your character speed 10 it works like before, but if you give a value less than 10 it is not.
Title: Re: Bug Archive
Post by: Bloodbane on February 13, 2008, 01:05:01 pm
 So it's true. Glad it is fixed.

 Anyways, now 'blast' has 'status error' effect against players. After hit by 'blast', players are unable to hit anything (obstacles and enemies at least).

 Test Procedure:
 - Make an enemy with attack(s) which use 'blast'
 - Spawn that enemy then let him/her hit player with his/her attack
 - Try attacking anything after that (obstacles or enemies)
 - Can player hit anything?
Title: Re: Bug Archive
Post by: utunnels on February 13, 2008, 01:10:26 pm
It is strange because ATOV uses blast everywhere and I don't see the bug.
Title: Re: Bug Archive
Post by: Bloodbane on February 13, 2008, 01:21:52 pm
 Are you sure ATOV uses 'blast' instead of combination of 'damageonlanding' and 'dropv'?
 Anyways, there has to be another cause of this bug then. Hmmm... I don't level direction matter, what would it be?
Title: Re: Bug Archive
Post by: utunnels on February 13, 2008, 01:24:34 pm
OK, I've tested with another mod which I change an enemies' riseattack into a blast attack and I didn't see the bug.

Can you paste your txt here?
Title: Re: Bug Archive
Post by: utunnels on February 13, 2008, 03:24:43 pm
Yeah, there's a possibility blast has a bug. But when I test it I can't find it.

So maybe that was in some devbuild, when I fixed the bug that a thrown entity can hit others even when it has landed.
Title: Re: Bug Archive
Post by: bWWd on February 15, 2008, 12:59:36 pm
While working on widescreen mod i noticed that engine dont switch to widescreen sometimes , somehow options dont want to change , and then if i will switch to widescreen and try to play normal resolution mods then its still widescreen, locked somehow. Deleting settings.sav helps sometimes.But i just deleted settings.sav , maybe because i use data folder and empty pack ? Nah , i dont think so , now i just deleted all settings in sav and opened newest devbuild , empty bor.pak is runnig automatically but it doesnt change resolution , theres video.txt with "video   3
forcemode  1" in it.
Title: Re: Bug Archive
Post by: utunnels on February 15, 2008, 01:04:59 pm
Yeah, SumolX said users should have options to play an widescreen game in non-widesceen mode, so now you can change it in options menu(not in game, but start menu). So sometimes you have to change and reboot the game.

For me, it just requires some extra selection in options menu, not a big drawback.
Title: Re: Bug Archive
Post by: bWWd on February 15, 2008, 02:08:09 pm
Why its not as default set by mod ? I had to change to fullscreen to be able to change setting in video and then i had widescreen.Also if i play mod with normal resolution now , then it is in widescreen during gameplay too(not in menus) , even if it should be in normal resolution.
Title: Re: Bug Archive
Post by: utunnels on February 16, 2008, 10:33:58 am
(http://images.fotopic.net/yr7up5.jpg)
...don't end. They go on & on forever.

I happened to play this stage today and the plane went to the heaven.


And I found this in the model txt

So We can say the plane will never return.

Code: [Select]
anim walk
        loop 1
        offset  540 196
        delay   100
        seta 1
        bbox    756 0 109 96
        platform 1 1 1 1 1 1
        subentity sold5
        spawnframe 1 -109 0 100 0
        movea 10
        frame data/bgs/roofs/a3.gif
        frame data/bgs/roofs/a3.gif 
        frame data/bgs/roofs/a3.gif     
Title: Re: Bug Archive
Post by: Fightn Words on February 16, 2008, 05:18:10 pm
So the level itself just doesnt end, eh?
Title: Re: Bug Archive
Post by: Bloodbane on February 17, 2008, 03:39:26 am
 Sorry for late reply, you're right UT! 'blast' bug is no more. It works fine now.

 Hmmm... about the bug above, there has to be a difference in how 'movea' works in old version (2.0691) and now. I'm sure bonusjz won't let such small bug and infact, with old version it worked fine (plane doesn't fly to heaven).
 I have same problem with 'movea' in my mod. Jetpacks use 'movea' with negative value when they drop down. In old version (2.0055), apparently that 'movea' was ignored and they drop down with gravity instead. Unfortunately in latest version, that 'movea' is not ignored making them dive through ground.
 This is my mistake though. I'm aware of that ignorance but I still let the code there without quoting with #.

 OK another topic, heroes can interrupt their 'risetime' (maybe it's best named as 'fallentime') with RISEATTACK.

 Test Procedure:
 - Make a decent hero with RISEATTACK and long 'risetime' e.g -100.
 - Enter a level with enemy who can knock down hero.
 - Let the enemy knockdown hero and wait til hero is lying on ground.
 - Press UP+ATTACK to perform RISEATTACK. Hero will cut 'risetime' then play RISEATTACK.

 Is this bug?
 If this how it works, I'll have to say goodbye to RISEATTACK cause I don't want players to interrupt 'risetime' like that. I'd be using script to replace it though.
Title: Re: Bug Archive
Post by: utunnels on February 17, 2008, 03:50:18 am
About the risetime, I desinged it like that, not a bug. So riseattack for heros is in fact quick jump up.
Similar, the land rewritten by me used to act like that, you can recover in mid air, but that was different to old logic so I fixed it.

Rise immediately  and recover in mid air are still cool effect for some games, so maybe I will add a switch to bring them more useful.

About that plane in metal slug, if the walk animation use movea, how can it drop back, I'm not sure. Maybe when the frame has movea reached, it will go up and after than it should start falling down.?
Title: Re: Bug Archive
Post by: Bloodbane on February 20, 2008, 01:18:59 pm
Code: [Select]
anim walk
        loop 1
        offset  540 196
        delay   100
        seta 1
        bbox    756 0 109 96
        platform 1 1 1 1 1 1
        subentity sold5
        spawnframe 1 -109 0 100 0
        movea 10
        frame data/bgs/roofs/a3.gif
        frame data/bgs/roofs/a3.gif 
        frame data/bgs/roofs/a3.gif     



 I GET IT!! Now I know why this plane never flies up in old version (actually I figure it out 2 days ago). It's because of 'seta 1'.
 uTunnels, remember that you once said that seta works in all next frames AND it disables movea effect?

 Oh there's another reason I'm posting here.

1. Can 'arrow' fall to hole? I have 2 level where rolling drums go to holes but in latest version, they simply fly above hole.
 Making entity immune to hole is possible but making entity not-immune to hole is something I don't know.

2. How grabbing work now? Previously if opponent (grabbable that is) stands at grabdistance or less, entity will grab the former but now it's lesser than that. I mean if opponent's distance is less than grabdistance, entity won't grab the former.
Title: Re: Bug Archive
Post by: utunnels on February 20, 2008, 01:24:04 pm
1. They can't. Unless you use an regular enemy and give it nomove plus a jumpframe trick.

2. I don't have this problem, however, if you are near a wall, obstacle or border of screen the grab might fail.

---------

I don't think seta will make the entity fly off, but the movea will.
Title: Re: Bug Archive
Post by: utunnels on February 20, 2008, 02:05:44 pm

I tried 2.0052(the build before I doing any changes) and with both movea and seta, movea just doesn't take effect because there's seta.

So I think it is a typo by bonusjz or some sort of trick attempt that is disabled now.
Title: Re: Bug Archive
Post by: Bloodbane on February 20, 2008, 02:17:40 pm
1. They can't. Unless you use an regular enemy and give it nomove plus a jumpframe trick.

Oh dear! Incompatibility list is getting longer.

Quote
2. I don't have this problem, however, if you are near a wall, obstacle or border of screen the grab might fail.

 It happened often here. I have enemy who tries to grab hero with her attack but even though she's close enough to grab, she didn't grab until she walked towards hero.

Quote
So I think it is a typo by bonusjz or some sort of trick attempt that is disabled now.

 I have same thought.
Title: Re: Bug Archive
Post by: utunnels on February 20, 2008, 02:24:03 pm
Oh, i know what you mean. Grab only happens while moving.

About the arrow, I think when pshotno and all those are merged together to simplify the code, most of them is broken. Probably they won't get fixed.
Title: Re: Bug Archive
Post by: utunnels on February 20, 2008, 03:23:14 pm
http://lavalit.com:8080/index.php?topic=1100.0 (http://lavalit.com:8080/index.php?topic=1100.0)

I've fixed that airplane bug in metal slug. So now I can continue to next stage.

And the bug when the boss is killed the level doesn't end has been fixed, it is because the boss drops an item and it is treated as another boss.
Title: Re: Bug Archive
Post by: Fightn Words on February 20, 2008, 04:52:05 pm
Thank you Utunnels, I'll try it out.
Title: Re: Bug Archive
Post by: Fightn Words on February 20, 2008, 08:57:38 pm
Fixed Bugs! Thank you Utunnels!

Fixed!
Metal Slug Resistance- on level 2 at the end of the level; I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.
(http://images.fotopic.net/yrjh4v.jpg)

Fixed!
Super Tokusatsu Onore(Demo 2)- using the character Pegasus (* and the character Faiz as Bloodbane mentioned); I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.
(http://images.fotopic.net/yrjh4w.jpg)

Fixed!
Metal Slug Resistance- After you complete the first level, heroes throw knives instead of bullets when they perform JUMPATTACK. Technically they throw stars. (Bloodbane)
(http://images.fotopic.net/yrnxzi.jpg)

Fixed!
Metal Slug Resistance- Whenever you throw a grenade at certain points (in the 2nd level for example), grenades detonate prematurely and parallel to the platforms.
(http://images.fotopic.net/yrnxzx.jpg)

Bugs

BattleToads- T.Bird Rescue on level 16; I get to a little ways past the two exploding drums (*this happens immediately after the exploding drum containing the health power up) and some Rat creatures come out to fight. For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
(http://images.fotopic.net/yrjh4u.jpg)

Open Beats Of Rage Selection Menu- Windows XP; When the engine is loaded there are Paks that are apparently invisible for the last few lines- they can be selected, but I can't see what they are.
(http://images.fotopic.net/yrvoir.jpg)

Metal Slug Resistance- on level 4; This level doesn't seem to end. Enemies will stop attacking me, but nothing else happens.
(http://images.fotopic.net/yrvoit.jpg)

Super Tokusatsu Onore(Demo 2)- All levels; This is very minor, but worth mentioning. The clock box has some stray pixels that flicker & seem to react to what's going on on-screen.
(http://images.fotopic.net/yrvoi6.jpg)

Title: Re: Bug Archive
Post by: utunnels on February 20, 2008, 11:23:47 pm
I think you can retest some of those bugs, because I never see them.

Maybe they are beyond some devbuild ago, except the display bugs.
Title: Re: Bug Archive
Post by: Fightn Words on February 21, 2008, 02:03:32 am
The last post, I tested them on the latest version (OpenBOR_2-18-2008_6pm). It may be something unique to my setup/computer, so when the next engine build is up I'll try them again.
Title: Re: Bug Archive
Post by: utunnels on February 21, 2008, 02:11:59 am
I see.

The the pak name issue is funny, have you tried to give it a shorter name?
Title: Re: Bug Archive
Post by: Fightn Words on February 21, 2008, 06:48:04 am
Yeah, one of the first things I tried- but even if that was the reason, it never did this before.

*EDIT*
Still checking, but so far this seems to be fixed:

Fixed!
Metal Slug Resistance- on level 4; This level doesn't seem to end. Enemies will stop attacking me, but nothing else happens.
(http://images.fotopic.net/yrvoit.jpg)
Title: Re: Bug Archive
Post by: Fightn Words on February 22, 2008, 11:32:43 pm
Fixed!
Super Tokusatsu Onore(Demo 2)- All levels; This is very minor, but worth mentioning. The clock box has some stray pixels that flicker & seem to react to what's going on on-screen.
(http://images.fotopic.net/yrvoi6.jpg)

Fixed!(again)
Open Beats Of Rage- All games Windows XP;
Quote
UT there seems to be something wrong with the background in 8 bit mode with your mod in level one.  Have a look at it....
[/s]
(http://images.fotopic.net/yrw9tt.jpg)
(http://images.fotopic.net/yrw9tr.jpg)

Bugs

Also, I tried loading a mod:
Code: [Select]
OpenBoR v2.1613, Compile Date: Feb 22 2008

Weapons Version - WARNING: weapons require more memory
Mod creators are responsible for memory issues

Game Selected: ./Paks/ROTS.pak

Screen allocation............ Done!
Loading video modes..........
********** An Error Occurred **********
*            Shutting Down            *

Memory  Available: 134849498 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............ Done!
Release timer................ Done!
Release input hardware....

In the last few engine builds, when I go to quit I get a black screen that just hangs there forever. I have to use Task Manager to quit instead.

JoyToKey no longer works with OpenBor and regular joystick support is a problem (same old problem from way back).

*EDIT*
Now when I use OpenBor, the background bug is still their & my joypad is working with JoyToKey like it did before...

*EDIT*
The major problem Ive noticed these days is when OpenBor closes, sometimes it locks up (black screen). Some PAK's no longer work.
Title: Re: Bug Archive
Post by: Fightn Words on February 26, 2008, 04:46:09 am
Current Bugs

Super Tokusatsu Onore(Demo 2)- All levels; This is very minor, but worth mentioning. The clock box has some stray pixels that flicker & seem to react to what's going on on-screen.
(http://images.fotopic.net/yrvoi6.jpg)

BattleToads- T.Bird Rescue on level 16; I get to a little ways past the two exploding drums (*this happens immediately after the exploding drum containing the health power up) and some Rat creatures come out to fight. For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
(http://images.fotopic.net/yrjh4u.jpg)

Open Beats Of Rage Selection Menu- Windows XP; When the engine is loaded there are Paks that are apparently invisible for the last few lines- they can be selected, but I can't see what they are.
(http://images.fotopic.net/yrvoir.jpg)

Open Beats Of Rage Exit Screen- Windows XP; The major problem Ive noticed in the last few engine builds, when I go to quit I get a black screen that locks up my computer and just hangs there forever. I have to use Task Manager to quit OpenBor instead.

Also, some PAK's no longer work:
Code: [Select]
OpenBoR v2.1613, Compile Date: Feb 25 2008

Weapons Version - WARNING: weapons require more memory
Mod creators are responsible for memory issues

Game Selected: ./Paks/ROTS.pak

Screen allocation............ Done!
Loading video modes..........
********** An Error Occurred **********
*            Shutting Down            *

Memory  Available: 75453402 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............ Done!
Release timer................ Done!
Release input hardware.......
Title: Re: Bug Archive
Post by: Fightn Words on February 27, 2008, 03:07:18 am
The bug is dead! Long live Utunnels!

Fixed!
BattleToads- T.Bird Rescue on level 16; I get to a little ways past the two exploding drums (*this happens immediately after the exploding drum containing the health power up) and some Rat creatures come out to fight. For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
(http://images.fotopic.net/yrjh4u.jpg)
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 05:19:23 am
Super Tokusatsu Onore(Demo 2)- All levels; This is very minor, but worth mentioning. The clock box has some stray pixels that flicker & seem to react to what's going on on-screen.

http://lavalit.com:8080/index.php?topic=1126.0 (http://lavalit.com:8080/index.php?topic=1126.0)

I think these are same issues, so if one is fixed, the others are fixed as well. So I dont think you can see this bug anymore.
Title: Re: Bug Archive
Post by: Fightn Words on February 27, 2008, 06:23:43 am
According to the latest build, I tested for that and it's still there. I'm more worried about the other bugs then that one.
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 06:38:58 am
Well, I think I know the reason although I don't own that game.

I bet it doesn't have a background and those pixels in the panel are transparency colours. Maybe I will not fix it, so modders can have a option to remove background to cut some memory usage down and also gain more speed on consoles. And they should be careful enough, don't use transparency colours for the panel if he doesn't use a background.
Title: Re: Bug Archive
Post by: Fightn Words on February 27, 2008, 11:58:24 am
No, it doesn't work that way. The clock box itself (which is two uniform colors) has specific spots that have 'blinking' black pixels- they react to what you're character and the enemies are doing on screen. If you intend to diagnose the problem then you should grab the pack just to see what I mean; you'll start noticing it right away when the clock starts & it does it on every level (I believe).
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 01:21:27 pm
Oh, you mean the time box? I thought you were talking about the panel.

Then I know what you mean, I've already noticed it, that is similar to the blinking problem when 2 entities are in same z position.
Title: Re: Bug Archive
Post by: Bloodbane on February 27, 2008, 01:32:28 pm
Bug report:

 jumpframe doesn't work properly in ATTACKUP. x and z velocity are completely ignored. It works well in ATTACKDOWN though.

 I discovered this when attempting to use ATTACKUP and ATTACKDOWN to replace DODGE.
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 01:33:45 pm
First frame bug again.
Fix it later.
Title: Re: Bug Archive
Post by: Bloodbane on February 27, 2008, 02:19:40 pm
 It is 1st frame bug? oh my god, I thought @cmd is the only one who has that bug. It's true, enemy's grab animation doesn't work right because of that and I fixed it by adding extra 1st frame.
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 02:40:11 pm
There code are there on for keeping backward compatible.

I think we need only an input command and an animation, the attack is set, not those attackup, attackdown, dodge, vault, blahblah.
But since they are already like that, just keep it there because merging them together needs a lot of works and easily causes bugs.

So the same logics are witten many times, and we have to find one, fix one, there's no easy way.
Title: Re: Bug Archive
Post by: utunnels on February 27, 2008, 04:00:45 pm
bug where enemies walk to holes easily is hard to reproduce but it's easy to find in Evil Splatter demo.

I played several games with holes, and only 2 has this problem, one is Golden Axe, but very rare, another is Evil Splatter.

And I know the reason any way, because when 2 holes overlaps each other, if the enemy happens to walk into the link point, it will fall inside.

It can be avoid by readjust the hole position, not worhty a fix until you have very complex layout of holes(e.g, Golden Axe the second level).
Title: Re: Bug Archive
Post by: Fightn Words on February 28, 2008, 06:25:07 am
This mod actually works!
Metal Slug Resistance- The infamous airplane level; It's now possible to pass/complete this level thanks to Utunnels- and there are quite a few levels after it (which I personally have never played before).
(http://images.fotopic.net/yr7up5.jpg)
Title: Re: Bug Archive
Post by: bWWd on February 28, 2008, 03:51:38 pm
Why even if i give my weapon character jumpheight 0 and running 0 0 0 0 0 in header  then he jumps after run if you tap Forward,forward,jump , it shouldnt be like that.
Title: Re: Bug Archive
Post by: Orochi_X on February 28, 2008, 03:54:40 pm
You need to use modelflag to prevent the original character settings from carrying over into your weapon model.
Title: Re: Bug Archive
Post by: utunnels on February 28, 2008, 04:07:35 pm
In the latest build I disable jump if you don't give an jump animation.

But talking about weapon models, if you don't want to give a modelflag, you can just use an empty animation to override it:

anim jump
#blank here
Title: Re: Bug Archive
Post by: Orochi_X on March 02, 2008, 09:09:07 am
I've discovered a bug with skipselect.

I use skipselect 1 1 1 1. When I lose all my lives and continue , the engine automatically chooses the next character in the models.txt. It's as if skipselect is adding the original settings to itself every time I continue.

It's easy enough to test....Set your characters to 1 health , set skipselect 1 1 1 1 and lives to 1 in levels.txt , then get yourself killed!

I know this is on of kb's nice little additions , so maybe he can shed some light on it?
Title: Re: Bug Archive
Post by: utunnels on March 02, 2008, 01:54:06 pm
Or maybe you load some other player models manually?
Title: Re: Bug Archive
Post by: Orochi_X on March 02, 2008, 01:59:18 pm
I've checked all the possibilities....Disabled all relevent scripts etc.

I only noticed it when I added characters "conventionally" for testing.

And the fact that it doesn't do it when I disable skipselect.........
Title: Re: Bug Archive
Post by: utunnels on March 02, 2008, 02:22:12 pm
Hmm, it is a bit strange that skipselect doesn't use string value for the player names, but index. lol
If it is name, everything will be easy.
Title: Re: Bug Archive
Post by: Bloodbane on March 03, 2008, 12:35:41 am
Hmm, it is a bit strange that skipselect doesn't use string value for the player names, but index. lol

 Yeah, I figure that from KB's explanation.

 Oh yes, have 'escapehits' bug and 'grabfinisher hit others' bug been fixed? Those are old bugs which are still exists.

 New bugs are:
1. In sound options, when moving highlight from SFX volume to Music volume, it will go to BGM 1st then go back to Music volume then skips BGM. I hope the names are correct, I can't check it since I'm not at home.
2. BGM titles aren't displayed anymore although I've set it to 'yes.
Title: Re: Bug Archive
Post by: utunnels on March 03, 2008, 01:21:20 am
I've removed the music title display feature. And also you can't see the screenshot message. Put it back soon.
Title: Re: Bug Archive
Post by: kbandressen on March 03, 2008, 01:35:36 am
Feel free to change it if you can; it's been a while but I seem to remember some sort of issue with using names when I made that feature.
Title: Re: Bug Archive
Post by: utunnels on March 03, 2008, 01:41:40 am
Man, the player select code scares me off. lol
I awe that you can added lines inside those massive loops, and also DC managed to add hmap feature which contains tens of changes and without serious bugs. :laughing:

Title: Re: Bug Archive
Post by: kbandressen on March 03, 2008, 01:43:39 am
Yeah, it took a lot of trial and error to get it to work without crashing.  It's very touchy, lol.
Title: Re: Bug Archive
Post by: utunnels on March 03, 2008, 12:39:22 pm
So do you wish it to be changed to use player's name? Since it is not widely used.

So give those players the name property and enter the level directly, and the system will try to spawn players according to the names, no loops needed. Probably on a few lines code will serve this feature.


Title: Re: Bug Archive
Post by: utunnels on March 03, 2008, 02:47:21 pm
I've finisned the code. So before I commit it, let's discuss this feature first.

I will take battletoads for example:

Code: [Select]
set T.BIRD_RESCUE
skipselect sketch rash zitz bub
custfade 100
lives   5
credits 5
scene   data/scenes/stage1.txt
z 140 220
file data/levels/01.txt
z 135 220
file data/levels/02.txt
z 170 220
file data/levels/03.txt
scene   data/scenes/clean.txt
z 135 220
file data/levels/10.txt
scene   data/scenes/travel.txt
..............

So after choose T.BIRD_RESCUE, you will skip select menu, 1p will use Sketch, 1p will use Rash, 3p will use Zitz and 4p will use Bub.

If you lose all lives in the level, e.g., 1p. You will have to press start to continue, and after doing that, you will be given Sketch automatically and spawned directly.

So with this feature you can't choose your colourmap, because there's no select time.

---------

If you wirte incorrect name in the levels.txt, the engine just won't check it and an error will be reported when the level started, so don't worry about it.

If the name is supposed to be a secret character, nothing bad because the modder should know the result, so just don't check it here.

Title: Re: Bug Archive
Post by: kbandressen on March 03, 2008, 03:09:15 pm
Cool, that looks good!  I'll just get my mod switched over once it's committed.
Title: Re: Bug Archive
Post by: utunnels on March 03, 2008, 03:16:25 pm
It's on svn now. You can test it out.
Title: Re: Bug Archive
Post by: Orochi_X on March 03, 2008, 08:07:44 pm
Works great! Thanks!
Title: Re: Bug Archive
Post by: utunnels on March 04, 2008, 02:52:06 am
Open Beats Of Rage Selection Menu- Windows XP; When the engine is loaded there are Paks that are apparently invisible for the last few lines- they can be selected, but I can't see what they are.

Finally I figure it out, that is because the there're too many characters on the screen and the engine can't display them all.

I changed the max sprite number back to 300 few days ago.

So just delete some mods or rename them shorter names everyting will be fine. :laughing:
Title: Re: Bug Archive
Post by: Fightn Words on March 04, 2008, 07:55:26 am
It's nice to know I'm not crazy. The new skipselect feature is quite awesome, Thanks UT.
Title: Re: Bug Archive
Post by: Bloodbane on March 06, 2008, 12:44:08 pm
 Some bugs:
1. Bikers can't be flipped. I've tried 'flip 1' but they still face left.
2. Enemy's SPECIAL now use 'energycost'. Meaning he/she needs minimum HP before he/she can perform it AND he/she will lose HP after it's performed.
 
 Related to #2, I don't know about SPECIAL2 though.
Title: Re: Bug Archive
Post by: Damon Caskey on March 06, 2008, 01:00:06 pm
Enemies have had Energycost for some time; a great feature btw.

I'm going to take a wild guess and say enemies use the same special system as PCs.  Enemies/NPCs just have a bit of extra code added to change their cost to 0 from the normal default of 12 if is not provided for backward compatability. That bit of code probably got removed by mistake in a recent update.

DC
Title: Re: Bug Archive
Post by: utunnels on March 06, 2008, 01:15:05 pm
I think it is like that for a long time,  not recent update.

And about the biker, I think I shall remove the check completely and just use flip to give it a direction. Not sure whether it will affect old mods, just play some and try.
Title: Re: Bug Archive
Post by: Bloodbane on March 06, 2008, 01:28:55 pm
I'm going to take a wild guess and say enemies use the same special system as PCs. 

I have same thought.

Quote
Enemies/NPCs just have a bit of extra code added to change their cost to 0 from the normal default of 12 if is not provided for backward compatability. That bit of code probably got removed by mistake in a recent update.

 I wish it's coded back. Enemy's SPECIAL and SPECIAL2 work as reaction not action like PC's so they should cost 0 HP. For FREESPECIALs, I agree if energycost works there for enemies.

Code: [Select]
Not sure whether it will affect old mods, just play some and try.
 The best thing that could happen is bikers will start in different z instead of what's designed. This is because biker 'goes' offscreen 1st before going onscreen.
Title: Re: Bug Archive
Post by: utunnels on March 06, 2008, 01:36:32 pm
Yes, in old engine, it biker will go off-screen first, you can hear biker.wav played when the bike enemy changes direction.

Code: [Select]
            if(e->x < 0) e->direction = 0;
            else e->direction = 1;

So if it is spawned off left border, it will face left, otherwise it will face right.

I don't think the code is nice because you can use flip to do it.
Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 10:49:16 am
I found possible bugs with weapons...
First isnt a "bug" but a missing feature i think , can we have dropped weapons when we are hitted by enemy? Cause it doesnt work anymore , should be "ON" by default but it isnt and when i have weapon and opponent hits me then i just disappears and its not on the ground like should be.
Second is a bug with grabbing after picking up weapon , i have attack in GET animation so player throws stone or car and then "weaponframe"  changes weapon to original character (without weapon) but when i pickup stone ,throw it and then go to grab enemy (without letting him to hit you first)then player doesnt switch to "grab" animation.Hes holding enemy in his IDLE animation.
Anybody could check this and confirm?
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 11:18:26 am
Not sure about the second one, but for the first one it seems OK in battletoads.
Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 11:37:37 am
Youre right about first , so there should be some mistake made by me in the txt...
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 11:47:46 am
Can you post these txts here?
Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 12:32:34 pm
item:
name   we1
health   0
type   item
subtype    weapon
weapnum    2
shadow   0
typeshot     0
counter           0 

nolife   1
gfxshadow   1

anim idle
   loop   1
   delay   10
   offset   155  85
   bbox   50 40 220 50
   frame   data/chars/misc/police1.gif




character weapon txt:
name   CH1G
health   180
speed   7
type   none
grabdistance   45
icon   data/chars/ch1/icon.gif
jumpheight 3.8
makeinv  1
shootnum  0
counter   0
knife    gshot
weapons  hulk ch1g ch1r ch1m chb1
dust   dust
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m2.gif
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m3.gif
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m.gif
gfxshadow  1
candamage  enemy npc obstacle
animationscript data/scripts/lib001.c

anim get
   loop   0
   delay   5
   offset   188 200
        weaponframe 10  1
        throwframe   8   15 
        @cmd spawn003  "tap" "tap" 0 0 0 8 0 1
   sound   data/chars/ch1/we1.wav
   frame   data/chars/ch1/ga1.gif
   delay   7
   offset   186 200
   frame   data/chars/ch1/ga1.gif
   delay   5
   offset   188 200
   frame   data/chars/ch1/ga1.gif
   delay   7
   offset   186 200
   frame   data/chars/ch1/ga1.gif
   delay   9
   offset   188 200
   frame   data/chars/ch1/ga2.gif
   frame   data/chars/ch1/ga3.gif
   delay   24
   frame   data/chars/ch1/ga4.gif
   delay   6
   frame   data/chars/ch1/ga5.gif
   frame   data/chars/ch1/ga6.gif
   delay   20
   frame   data/chars/ch1/ga7.gif
   frame   data/chars/ch1/ga7.gif
   frame   data/chars/ch1/ga7.gif






Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 12:41:20 pm
everytime when i switch to other weapon with weaponframe command then it drops the weapon on the ground , how i can disable this and make it just disappear from character (now it plays idle animation).Its the weapon type "between knife and gun" cause you can throw it only once but you can drop it 3 times.How i cando that so after throwing it , it just disappears without any animation ?
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 12:44:07 pm
I think you can't.
But weapon item will play its respawn animation if it has one, so you can do some tricks in it e.g. give empty frame then use a script to kill it @cmd killentity getlocalvar("self")
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 12:48:03 pm
http://lavalit.com:8080/index.php?topic=1100.0 (http://lavalit.com:8080/index.php?topic=1100.0)
Did you try the newest build I sent today?
Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 01:00:43 pm
Yes i have latest build , now i got it to work ok but now my character wont move after throwing the item(hes stuck in idle animation).
here is the item:
name   trew

type   item
subtype    weapon
weapnum    5
shadow   0
typeshot    1
counter          0


shootnum          1
nolife   1
gfxshadow   1


anim spawn
   loop   0
   delay   10
   offset   99 273
        nodieblink  2
        quakeframe  2  3  -12
   frame   data/chars/misc/tree2.gif
        offset  252 244
        delay   13
   sound   data/sounds/boom.wav
   frame   data/chars/misc/tree4.gif
        move    -105
   offset   172 122
   delay   16
   frame   data/chars/misc/tree3.gif

anim idle
   loop   1
   offset   172 122
        bbox 140 95 75 30
   delay   16
   frame   data/chars/misc/tree3.gif



anim respawn
   loop   0
   offset   172 22
@script
if(frame == 0){
void self = getlocalvar("self");
killentity(self);
}
@end_script
        bbox 140 95 75 30
   delay   16
   frame   data/chars/misc/tree3.gif

and character weapon:
modelflag  1
#running  9   0   0   0   0
type   none
icon   data/chars/ch1/icon.gif
jumpheight 0
makeinv  1
shootnum  1
counter   0
knife    treep
dust   dust
weapons  hulk ch1g ch1r ch1m ch1t chb1
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m2.gif
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m3.gif
remap    data/chars/ch1/idle4.gif  data/chars/ch1/idle4m.gif
gfxshadow  1
jumpmove  2
candamage  enemy npc obstacle
animationscript data/scripts/lib001.c
weaploss 0

anim get
   loop   0
   offset   105 184
   delay   9
        @cmd spawn003  "tap" "tap" 0 0 0 8 0 1
@script
if(frame==0)
{
    void self = getlocalvar("self");
    void e;
    clearspawnentry();
    setspawnentry("name", "treh");
    e = spawn();
    bindentity(e, self,-85,1,168,1,7);
}
@end_script
   offset   182  198
   frame   data/chars/ch1/gas3.gif
        delay   11
   sound   data/chars/ch1/p2.wav
   offset   105 184
   frame   data/chars/ch1/gup1.gif
        delay   9
   frame   data/chars/ch1/gup2.gif

anim idle
   loop   1
   delay   200
   offset   105 184
   bbox   75 110 45 85

   frame   data/chars/ch1/idleb.gif



anim walk
   loop   1
   delay   9
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/walkb1.gif
   frame   data/chars/ch1/walkb2.gif
   frame   data/chars/ch1/walkb3.gif
   frame   data/chars/ch1/walkb4.gif
   frame   data/chars/ch1/walkb5.gif
   frame   data/chars/ch1/walkb6.gif
   frame   data/chars/ch1/walkb7.gif
   frame   data/chars/ch1/walkb8.gif
   frame   data/chars/ch1/walkb9.gif
   frame   data/chars/ch1/walkb10.gif
   frame   data/chars/ch1/walkb11.gif
   frame   data/chars/ch1/walkb12.gif
   frame   data/chars/ch1/walkb13.gif
   frame   data/chars/ch1/walkb14.gif
   frame   data/chars/ch1/walkb15.gif


anim attack1
   loop   0
   delay   6
   offset   97   185
        weaponframe 7  1
        throwframe   3   2 
   frame   data/chars/ch1/tret.gif
   delay   17
   frame   data/chars/ch1/tret.gif
        delay   4
   sound   data/chars/ch1/p3.wav
        offset  182 272
   frame   data/chars/ch1/rs93.gif
   offset   187 197
   frame   data/chars/ch1/ga6.gif
   frame   data/chars/ch1/ga7.gif
   delay   20
   frame   data/chars/ch1/ga7.gif
   frame   data/chars/ch1/ga7.gif
   frame   data/chars/ch1/ga7.gif


anim attack4
   loop   0
   delay   2
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif


anim attack2
   loop   0
   delay   2
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif

anim attack3
   loop   0
   delay   2
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif


anim special
   loop   0
   delay   2
   offset   105 184
        energycost  0
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif



anim jump
   loop   0
   delay   2
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif

anim jumpattack
   loop   0
   delay   2
   offset   105 184
   bbox   75 110 45 85
   frame   data/chars/ch1/idleb.gif



anim pain
   loop   0
   delay   5
   offset   96 198
        weaponframe 2  1
   sound   data/chars/ch1/pain.wav
   bbox   75 110 45 85
   delay   40
   frame   data/chars/ch1/pain.gif
   frame   data/chars/ch1/pain.gif
   frame   data/chars/ch1/pain.gif


anim fall
   loop   0
   offset   96 198
   delay   30
        weaponframe 2  1
        sound   data/chars/ch1/fall.wav
   frame   data/chars/ch1/fall1.gif
   frame   data/chars/ch1/fall2.gif
   delay   40
   frame   data/chars/ch1/fall4.gif

anim GRABBED   
   loop   0
   delay   5
        weaponframe 2  1
   offset   96 198
   bbox   63 99 41 79
   frame   data/chars/ch1/pain.gif
   frame   data/chars/ch1/pain.gif
   delay   30
   frame   data/chars/ch1/pain.gif

anim bpain
   loop   0
   delay   6
        weaponframe 2  1
   offset   90 192
   bbox   65 102 46 76
        sound   data/chars/ch1/pain.wav
   frame   data/chars/ch1/fall4.gif
   offset  87 192
   frame   data/chars/ch1/fall4.gif
   offset  89 192
   frame   data/chars/ch1/fall4.gif
   offset  87 192
   frame   data/chars/ch1/fall4.gif
   offset  89 192
   frame   data/chars/ch1/fall4.gif
   offset  87 192
   frame   data/chars/ch1/fall4.gif
   offset  89 192
   frame   data/chars/ch1/fall4.gif
   offset  87 192
   frame   data/chars/ch1/fall4.gif
   offset  89 192
   delay   50
   frame   data/chars/ch1/fall4.gif

anim rise
   loop   0
   offset   96 198
   delay   30
   frame   data/chars/ch1/fall4.gif
        delay 10
   frame   data/chars/ch1/rise1.gif
   frame   data/chars/ch1/rise2.gif
   frame   data/chars/ch1/aaa6.gif



Title: Re: Bug Archive
Post by: bWWd on March 08, 2008, 01:32:34 pm
Allright thats useless it cant be done cause its using respawn animation if you throw it once or if you drop it while being hit.So it will disappear anyway but i want it to stay on the ground while youre being hit by enemy and disappear after you throw it one time.I tried to spawn this item in pain animation but again it plays pain of original character not weapon character.Maybe if i could store this item in memory somehow and spawn it in original character pain , i dont know.Or just give weapon items 2 animations ,one for being dropped and another one for used once ,or something like that.Maybe death animation .There is spawn and i use it and respawn is used while youre being hit also i need another one which i use after i throw this weapon and change weapon by weaponframe.
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 02:12:49 pm
I think I know what's the problem, you can give your character a spawn animation to fix this issue temporary, or don't use loop for your idle animation so it won't get stuck.
-----
It seems that is not the reason, I tried with/without spawn animation, and my weaponframe never get stuck.
Title: Re: Bug Archive
Post by: utunnels on March 08, 2008, 02:23:32 pm
but i want it to stay on the ground while youre being hit by enemy and disappear after you throw it one time.

You can save the item in the get animation

setlocalvar("item", getentityproperty(self, "opponent"));

Before you throw it out, kill the item

killentity(getlocalvar("item"));
setlocalvar("item", NULL());

--------------------------

Although, you can check the item name for sure before save it, if you can pick up other weapons.
Title: Re: Bug Archive
Post by: Bloodbane on March 11, 2008, 05:42:09 am
 I've found these bugs:
1. 'Forcedirection' doesn't work well against enemies with 'nopain 1'. The latter keeps his/her facing direction after knocked down.

2. While playing my demo mod, I lost last live by falling to hole in a 'wait'. Then before I continued, the 'wait' is cleared but unspawned-yet enemies are skipped.

Quote
Yes, in old engine, it biker will go off-screen first, you can hear biker.wav played when the bike enemy changes direction.

 Actually in old engine, bikers go right 1st and they aren't flippable that time. So if you spawn them left, they'll enter screen without going offscreen.
 Oh have you fixed the flipping for them?

 Almost forgot, does 'toflip' work for dusts?
Title: Re: Bug Archive
Post by: utunnels on March 11, 2008, 06:10:12 am
1. Yes, I know this.

2. Also, I noticed it, I think it is always like that.

Maybe I will try to fix them later.

toflip doesn't work for dust yet, it will be default to toflip 1 although.

I fixed bikers by remove the checking completely, so their direction will be changed by flip command like a regular enemy.
Title: Re: Bug Archive
Post by: Bloodbane on March 15, 2008, 02:09:04 pm
 Have you fixed any bugs recently UT?

 I think I discovered same bug with what bWWd posted above. I have enemy who changes his weapon model at low health but he reverted to original model if he's hurt. It wasn't like that before.
Title: Re: Bug Archive
Post by: utunnels on March 15, 2008, 02:20:31 pm
Do you use weaploss?
If not the default weaploss value always drops current weapon if you get hit.

-------------------
BTW, if bWWd can make a small test mod for me maybe I can try to figure it out.
Title: Re: Bug Archive
Post by: Bloodbane on March 15, 2008, 03:15:54 pm
 I'm using 'modelflag 1' instead. Should I combine it with 'weaploss'?
Title: Re: Bug Archive
Post by: utunnels on March 15, 2008, 03:19:23 pm
Yes.

modelflag is a tricky feature that determines how to copy model data to another, although, it has nothing to do with weaploss, they have no direct relations.
Title: Re: Bug Archive
Post by: Mr.Q® on March 16, 2008, 08:31:29 pm
Just did a search in the manual for setweap and there's no info about it. Was it removed? couldn't even try it XD if it was XD!

Title: Re: Bug Archive
Post by: utunnels on March 19, 2008, 04:08:21 am
It is right there, which manual did you check?

-----------

Ah, I check the manual in http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual (http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual) and it was not there.
So it is still in the old topic about 2.0691.

Anyone want to update the manual?
Title: Re: Bug Archive
Post by: Bloodbane on March 19, 2008, 02:19:07 pm
 OMG!! I must've missed that feature. Ok I'll take a look, ver2.0691 right?

 Oh back to topic, well, weaploss solves the problem I mentioned before except there's another bug. After enemy changes weapon model, his health reverts to weapon model instead of his current health before changing.
 Moreover, after changing model, certain animation script doesn't work anymore :(. This script is placed in RISE animation, in the original model it works fine but in weapon model it's simply not working. I don't if the frame is ignored or something. Hmmm... I think I can try something.
 Oh I'll DL latest version 1st.
Title: Re: Bug Archive
Post by: utunnels on March 19, 2008, 02:24:51 pm
Yeah, because scripts are replaced.

About the health, you can just remove health from your weapon model.
Title: Re: Bug Archive
Post by: Damon Caskey on March 19, 2008, 02:35:31 pm
OMG!! I must've missed that feature. Ok I'll take a look, ver2.0691 right?

 Oh back to topic, well, weaploss solves the problem I mentioned before except there's another bug. After enemy changes weapon model, his health reverts to weapon model instead of his current health before changing.
 Moreover, after changing model, certain animation script doesn't work anymore :(. This script is placed in RISE animation, in the original model it works fine but in weapon model it's simply not working. I don't if the frame is ignored or something. Hmmm... I think I can try something.
 Oh I'll DL latest version 1st.

BB, you have to manully duplicate animations that have @cmd or scripts in them, it doesn't copy over to the weapon model.

DC
Title: Re: Bug Archive
Post by: utunnels on March 19, 2008, 02:39:52 pm
Or you can use modelflag 1 and a complete new model to prevent complicate.

Since most frames are shared so it won't cost too much memory although you have to do a lot more jobs than before.
Title: Re: Bug Archive
Post by: Bloodbane on March 19, 2008, 03:19:41 pm
About the health, you can just remove health from your weapon model.

Ah yes, good idea. I don't need it anyways.

 
Quote
you have to manully duplicate animations that have @cmd or scripts in them, it doesn't copy over to the weapon model.

 But that's what I did. In fact, the weapon model can be spawned as enemy since his animations are complete.

Quote
Or you can use modelflag 1 and a complete new model to prevent complicate.

 He is using 'modelflag 1'. Hmmm... I'm going to try something.
Title: Re: Bug Archive
Post by: utunnels on March 19, 2008, 03:27:56 pm
Offtopic,

about the value copy of weapon model and orginal model, it is always troublesome since the first time I looked into the code.

The reason is obviously, at the very beginning, you can only specify a few animations of the weapon model and all others will be copied from the model user's animations. Other data, like flash, bflash, dust will aso be copied, but not all, because there are too many properties and there's not a good way to specify which one should be kept no changed.

Now it is more complex, because you can give a weapon model to more than one character, so it will be an issue which one's animations should be used. Current solution is who uses the model first, whose animations will be copied.
Title: Re: Bug Archive
Post by: Damon Caskey on March 20, 2008, 10:56:44 am
For a long time I thought this was my mistake, but turns out there is a small hitflash bug.

Projectiles thrown with knife are ignoring the hitflash command; they always use default flash.

DC
Title: Re: Bug Archive
Post by: utunnels on March 20, 2008, 11:25:34 am
I checked it and there's only one section of code to spawn flash, and it doesn't check other factors but only the attack and the target.

And it seems RODD is OK with that since those Ropers throw knives.
Title: Re: Bug Archive
Post by: Damon Caskey on March 20, 2008, 12:23:44 pm
OK, here is some extra weirdness.

I copied over the knife from RODD verbatum with only the flash named changed, and it still got overidden. Then I put everything back like it was, and it started working... go figure.

I must have a typo somehwere, but I've checked and double checked and all the names match. Oh well, if it works it works.

DC
Title: Re: Bug Archive
Post by: utunnels on March 20, 2008, 12:30:33 pm
Hmm, do you load the hitflash? It seems not the reason, but better to confirm it.
Title: Re: Bug Archive
Post by: Damon Caskey on March 20, 2008, 12:37:47 pm
Yes, and it worked on everything but the projectile. Was very odd. It pretty much has to be my mistake, I jsut can't figure out how.

DC
Title: Re: Bug Archive
Post by: bWWd on March 22, 2008, 12:29:00 pm
Hi im back i didnt had internet so i modded days and nights had a couple of headaches because of some things , but i still didnt solved one thing, when i have binded entity to me in the weapon model and i pickup another weapon then this binded entity still is here and crashes the game cause animation dont match , how to get rid of binded entity when you pick up another weapon ?
Title: Re: Bug Archive
Post by: utunnels on March 22, 2008, 03:41:53 pm
bindentity(entity, target, int x, int z, int a, int direction, int bindanimation)
~Bind entity to target, so the target moves, the entity moves.
~x, z, a: relative to target.
~direction: 0 no change 1 same direction as target -1 opposite direction as target 2 always right -2 always left
~bindanimation: 0 No effect. 1 Keep same animation as the target. 2 Also keep same frame as the target. 4 Kill the entity if the animation doesn't match.
~To unbind a entity, use bindentity(entity, NULL());
~Notice: You can combine those values for bindanimation, so it can be 6 which means 2 and 4.


If you use a value of 5, it will kill itself if animation doesn't match(that means the entity doesn't have such animation)

Title: Re: Bug Archive
Post by: bWWd on March 22, 2008, 03:46:28 pm
but its there in "get" animation and i dont want it , if i pick up other item i stil have binded item to my character.
And in get animation of other weapon charaacter i have binded other entity from frame 0.
Title: Re: Bug Archive
Post by: utunnels on March 22, 2008, 03:49:32 pm
Oh, I see.
You can store the entity when you get the item, and kill it manually when you pick up another.

Title: Re: Bug Archive
Post by: bWWd on March 22, 2008, 03:52:25 pm
yes but how to detect when player switch weapon
Title: Re: Bug Archive
Post by: utunnels on March 22, 2008, 03:56:37 pm
If you pick up it, you must use get animation, or else you must use weapframe or such.
So you know when to kill the previous one, just give it a name in global list.
Title: Re: Bug Archive
Post by: Bloodbane on March 23, 2008, 01:43:13 pm
 Thanks to God! I discovered something related to bug I mentioned above. It turns out the weapon model, use original model's RISE animation instead of his. I forgot to say that I put weapon change script in RISE animation. This script has higher priority than the other script (actually it works in earlier frame than the other script) and due to fact above, the other was never run.

This is the RISE animation from original model:
Code: [Select]
anim rise
@script
    void self = getlocalvar("self");
    int Health = getentityproperty(self, "health");
    int MaxH = getentityproperty(self, "maxhealth");

    if(frame == 6 && Health <= MaxH/2){
      changeentityproperty(self, "weapon", 2);
    }
@end_script
loop 0
offset 52 102
delay 10
frame data/chars/topan/rise01.gif
        frame data/chars/topan/rise02.gif
        move    12
        offset 64 104
        frame data/chars/topan/rise03.gif
        move    10
        offset 74 104
        frame data/chars/topan/rise04.gif
        move    0
        frame data/chars/topan/rise05.gif
delay 1
        frame data/chars/topan/rise05.gif
        frame data/chars/topan/rise05.gif
        @cmd    riseattack 120 30 "ANI_ATTACK2"
        frame data/chars/topan/rise05.gif

 I wonder why enemy use original model's RISE animation (above) instead of his. Oh yes, disabling health doesn't fix it, health is still resetted to certain health after weapon change.

 Hmm... let's try latest devbuild.
Title: Re: Bug Archive
Post by: utunnels on March 23, 2008, 02:18:20 pm
You must have been confused by animation script.
There's only one script one time, also animation.
So when a new model is set, the whole animation script is replaced by the new model's.

About the health, i think you want to use script to get it? Yes, there's a period(during the model copy) health is reset, but when it is done, everything will be OK, it is only one frame.

Do you see health change in my mod after you get an animal model? Probably not.
Title: Re: Bug Archive
Post by: bWWd on March 23, 2008, 02:42:12 pm
Aaah now i remember! a bug that affected many of us im sure is a bug which makes enemies walk back while playin walking animation... forward , can this thing be fixed? It looks so weird
Title: Re: Bug Archive
Post by: Bloodbane on March 23, 2008, 02:44:49 pm
Quote
So when a new model is set, the whole animation script is replaced by the new model's.

 That's what i thought too. But it doesn't work like that here. Let me check this bug again.

Quote
About the health, i think you want to use script to get it?

 I only want new model to use original model's current health. Doesn't matter with script or not.

Quote
Yes, there's a period(during the model copy) health is reset, but when it is done, everything will be OK, it is only one frame.

 Hmmm... I didn't notice that.
 But I clearly see that his lifebar refilled.

Quote
a bug which makes enemies walk back while playin walking animation... forward , can this thing be fixed,looks weird ?

 Using BACKWALK animation is the solution.
Title: Re: Bug Archive
Post by: utunnels on March 23, 2008, 02:51:12 pm
Yeah, I know the progress well because I wrote it.
But I'm afraid you shall avoid the first frame because script is copied after model.

So it plays first frame of riseanimation, the script is still the old one.

Also health, during the same frame, the engine is doing dirty jobs at the background, too bad script can peek this value.

Title: Re: Bug Archive
Post by: bWWd on March 23, 2008, 03:20:14 pm
yes using backwalk is solution but old mods dont have this feature and the bug sitll be there.
Title: Re: Bug Archive
Post by: utunnels on March 23, 2008, 03:34:08 pm
It is not a bug but what it was designed to be.
The animation you see should be reversed, although, I think it is already done.
Title: Re: Bug Archive
Post by: bWWd on March 23, 2008, 03:48:16 pm
yes should be reversed but sometimes enemies are goin backward and playing animation forward not reversed.
Title: Re: Bug Archive
Post by: utunnels on March 23, 2008, 04:06:20 pm
Have you tried the latest build?
I don't see it much or most mod use animations with few frames and it will not be that obvious.
Title: Re: Bug Archive
Post by: bWWd on March 23, 2008, 04:26:17 pm
yes just downloaded it 2 minutes ago to be sure and M Jackson moonwalk bug its still here from time to time.
Title: Re: Bug Archive
Post by: Bloodbane on March 27, 2008, 12:34:08 pm
sometimes enemies are goin backward and playing animation forward not reversed.

Ah! That's right! I noticed that too.

Anyways, UT, I've tried it again with latest devbuild and it's still the same, enemy's HP is refilled after changing weapon model :(. Hmm.... I wonder how to fix this. I'm making a boss who changes his stats and attacks after his HP falls below certain limit. Previously it worked well (forgot which devbuild) but now I have that bug.
Title: Re: Bug Archive
Post by: utunnels on March 27, 2008, 12:37:53 pm
What if you don't use script. Will it be refilled?

And as I said, it was a chicken and egg logic, scripts are inside models, and sometimes models are changed by scripts.

Maybe you can open a topic to have your script and txt attached, and let's see how to deal with it.
Title: Re: Bug Archive
Post by: Bloodbane on March 27, 2008, 12:49:33 pm
 Oh you're right! 'weaponframe', that's the command I could use.

 
Code: [Select]
Maybe you can open a topic to have your script and txt attached, and let's see how to deal with it.
 Hmmm... let's see about that. The enemy is a boss and he's quite complex.
Title: Re: Bug Archive
Post by: bWWd on April 03, 2008, 05:36:43 pm
Not really a bug but why screen capture pxc's are 4 digit numbers if max number is 0099 ? After its reached then it saves as again 0099 not as 100,101,102 etc...
Title: Re: Bug Archive
Post by: bWWd on April 13, 2008, 01:27:29 pm
In new builds sometimes i cant go through the bosses , i mean when i defeat them then stage dont fade out.I have to restart.Sometimes it works ok and sometimes it doesnt recognize "boss   1" or i dont know.
Title: Re: Bug Archive
Post by: Bloodbane on April 14, 2008, 12:53:35 am
Quote
i mean when i defeat them then stage dont fade out.I have to restart.

 When 'stage don't fade out', what happens next if you don't restart? did you have to kill the remaining enemies or stage simple stuck?
 I remember having something like this before but I had to kill all remaining enemies instead. I'm guessing this is because OpenBoR loads too many entities. I experienced this bug in Crime Buster v1.5 if I go through alternate path but it doesn't happen with main path.

Speaking of bugs, enemy still walks accidentally to holes  :(.
Title: Re: Bug Archive
Post by: bWWd on April 14, 2008, 10:07:00 am
i killing other normal enemies and after beating last one nothing happens.
In 8man demo you can check this with predator boss.
Title: Re: Bug Archive
Post by: Damon Caskey on April 14, 2008, 10:09:05 am
That's not an engine bug bwwd. The modder has acknowledged that Eightman is not compatable with latest version. You need to play it with the one he packed in.

DC
Title: Re: Bug Archive
Post by: Bloodbane on April 17, 2008, 02:22:23 am
 DC, bWWd was referring to 2 bugs. What's important is the one he has not in 8man demo.

 Anyways, I've tried latest devbuild and boss fight works normally. Level ends afer boss is killed.
 bWWd, did you get the bug oftenly or seldomly? and did you get the bug in all levels or just some levels? in your mod not 8man demo.
Title: Re: Bug Archive
Post by: bWWd on April 19, 2008, 12:18:36 pm
I remember it was happening when i was wfighting with goro in my mk mod  hes a boss on the stage but i defeated him but normal enemies still were alive and attacked me , i killed all but nothing happened , had to restart.I didnt changed anything so i think its something with engine.
Title: Re: Bug Archive
Post by: Bloodbane on April 19, 2008, 01:21:25 pm
 Yes, this sounds just like the bug I mentioned above. It happens not often too, sometimes I could go through alternate path normally to the end but on other times, death of boss(es) doesn't end the level.
 This is old bug cause I have experienced it from ver2.0055. Not sure how to reproduce it though. Maybe we have to make OpenBoR loads lots of sprites into memory 1st then play levels with bosses to test it.

 Also I have tried my mod with latest devbuild and it works fine so I'm sure this is that old bug I mentioned above.
Title: Re: Bug Archive
Post by: bWWd on April 19, 2008, 04:28:18 pm
What about 8man demo the bug is there too.
Title: Re: Bug Archive
Post by: Bloodbane on April 23, 2008, 04:36:50 am
 Like I said, I've discovered that bug from ver2.0055. 8man demo is using older version (relative to new ones) which means it should be there too.

 Speaking of that demo, I've played it and see the issue you mentioned. BUT I really wonder, Is Predator Protoype a boss?? I have hunch that he's just subboss. The only boss I'm sure about is Kozuma (3rd stage boss) since he has same symptom like I mentioned before. However I need to ask lbf in case he actually forgotten to set Kozuma as boss.

 
Quote
it's still the same, enemy's HP is refilled after changing weapon model

 Hmmm... it's quite hard to reproduce this bug now.
Title: Re: Bug Archive
Post by: bWWd on May 01, 2008, 08:07:19 pm
If i delete all settings and open my widescreen mod then its not in widesceen , i must enable video modes cause they are disabled by default , how to change it ? But anyway i think it should detect it somehow and change to widescreen itself without need to go to video options and enable video modes.
Title: Re: Bug Archive
Post by: Orochi_X on May 01, 2008, 08:17:43 pm
Video.txt handles that. Specifically , forcemode 1
Title: Re: Bug Archive
Post by: bWWd on May 01, 2008, 08:34:49 pm
i know that and i have that line but it doesnt work like it should, try it yourself, it doesnt change to widescreen.Change the name of setting folder or hide it somewhere  and play widescreen mod.
Title: Re: Bug Archive
Post by: Fightn Words on May 01, 2008, 09:21:38 pm
I've noticed that too. To my knowledge, Video.txt has never worked the way it was supposed to.
Title: Re: Bug Archive
Post by: bWWd on May 01, 2008, 09:57:10 pm
I have 2 kind of settings.sav files , one is widescreen and other one is normal.
Title: Re: Bug Archive
Post by: SX on May 02, 2008, 12:59:27 pm
Strange, that is the intent for forcemode 1.  Perhaps something broke?  I will review it.
Title: Re: Bug Archive
Post by: Orochi_X on May 04, 2008, 11:43:55 am
For a good while , anim special/2/3 were optional for players too. It has recently been changed back , causing my mod to crash every time I try to tag.

I tried to work around this using the level header command type

Quote
type {type} {special} {inv}
Optional.
{type} is a binary value which determines if the stage is a normal stage (0) or a bonus stage (1).
Bonus stages end when all obstacles are destroyed, when there are no more items or when time runs out. Players won't lose a life if time runs out.
{special} is also a binary value. 0 means nothing, but if set to 1 then players will be unable to use their SPECIAL, SPECIAL2 and SPECIAL3/JUMPSPECIAL in this stage.
{inv} controls invincibility. 0 means players can be hurt by enemies. 1 means players can't be hurt by enemies (effects like knockdown or freeze still work though). It only prevents enemies from depleting players health though. Players can still lose health from 'energycost' even if this is set to 1.

but I've found an issue with that too. Setting {special} to 1 will also disable freespecials.

Now , I'm going to be a little cheeky here and ask that instead of just fixing it , maybe create a new flag as well? So that setting it to 1 will be as the manual but setting it to 2 will be as my bug.

Any chance you could look into those please?

Thanks.

Title: Re: Bug Archive
Post by: Bloodbane on May 05, 2008, 03:08:43 am
but I've found an issue with that too. Setting {special} to 1 will also disable freespecials.

 I've posted this months ago and this bug is one of bug which makes my mod incompatible with latest version.
 Also the last variable, doesn't work also turning my bonus stages into gauntlets.

Quote
Now , I'm going to be a little cheeky here and ask that instead of just fixing it , maybe create a new flag as well? So that setting it to 1 will be as the manual but setting it to 2 will be as my bug.

 I agree with that.
Title: Re: Bug Archive
Post by: bWWd on May 05, 2008, 08:22:16 am
I using NPC type cahracters to simulate coop mode and well... he acts kinda retarded , most of the time hes trying to walk forward and stays on the end of the screen trying to go forward , also he plays walking anim forward when hes walking backward sometimes.This is how npc characters working now ? There are some fixes for this ?
Title: Re: Bug Archive
Post by: Mr.Q® on May 05, 2008, 11:49:51 am
Since you are focusing in some of the video issues, can this also be considered in the next release?

http://lavalit.com:8080/index.php?topic=1379.msg18220#msg18220
Title: Re: Bug Archive
Post by: bWWd on May 06, 2008, 03:36:10 pm
Forget that post about NPC that was my mistake and they works OK now.My fault,but i have some qustions ill post in help forum.
Ive got something , my NPC is very hungry and hes hitting enemies which i hold with grab animation , when enemy is in grabbed and i am in grab then my npc can hit him,is it bug ? I dont remember this kind of situations when i played FF3.I think he shouldnt be able to hit my enemies.
Title: Re: Bug Archive
Post by: Bloodbane on May 08, 2008, 12:43:29 pm
 I've seen enemies hitting players who is being grabbed by other enemies very often. Since NPCs have same AI with enemies, they should do the same.

Quote
I dont remember this kind of situations when i played FF3.

 The AI there is different with OpenBoR's.
Title: Re: Bug Archive
Post by: bWWd on May 08, 2008, 06:59:43 pm
yes i know but it can mess your special throws and some complicated moves when you do something to enemy and your partner can steal your enemy in the middle of some throw move.
Title: Re: Bug Archive
Post by: Bloodbane on May 12, 2008, 12:50:56 pm
 I don't know about NPC but I remember correctly that other player can't steal grabbed enemy from a player.

 Anyways, although I agree with your problem, I'd say you are using wrong trick to make those moves. You should use script to manipulate grabbed enemy instead. That way, you won't be using bboxes (you better don't!) and the result is much stable.
 The script is quite complex but I don't think it would be much worse than your trick.
Title: Re: Bug Archive
Post by: Orochi_X on May 12, 2008, 12:53:05 pm
A scripted throw isn't difficult at all! Please stop scaring the community.  :laughing:
Title: Re: Bug Archive
Post by: Bloodbane on May 12, 2008, 01:29:05 pm
 I said 'complex' not 'difficult'  :laughing:. I'm sure you know the difference.
 I don't want to lie about complexity but trust me, it's easy.

 Oh yes, back to topic, I experienced wait clear bug again but this time it has nothing to do with holes. Wait clear bug is bug which clears wait and ignores all pending enemies. I've tried reproducing it by running out of lives in 'wait' but it didn't produce the bug.
Title: Re: Bug Archive
Post by: Damon Caskey on May 12, 2008, 01:31:20 pm
No, it isn't complicated. Actually BB, I've seen how you script throws; your way works good, but you make it a LOT harder on yourself then it has to be.

You can do the very same thing with good use of binding, rotation, animation manipulation, and a small subset of generic poses for each defender. No need for making all the specific reactive animations and extra steps like you have.

DC

P.S: Little bug to watch out for: Don't switch the caller's animation for any reason during didhitscript. About every third time or so, the engine will instantly kick out with no error logged. Easy to work around, but drove me batty trying to norrow it down.

DC


Title: Re: Bug Archive
Post by: Bloodbane on May 12, 2008, 01:49:18 pm
 Well to me the whole slam and throw script is complex (from grabbing until release). Dunno what newbies think. And I'm not referring to how I set grabbed sprites.

 As for animation, I'm aware of rotation is doable with script but I deliberately not using it in case I'll be using specific sprite for certain pose. Moreover the offset is the base of binding, it is specific for each reactive animation. If I rotate the sprite, how do I ensure the offset?
 Offset is the key to Play-Opponent technique I'm using. TBH, I'm still experimenting to find best offset rule to make sprite usage more efficient.
 I don't like using same sprite more than once for grabbed sprite but some slams forced me to.
Title: Re: Bug Archive
Post by: Damon Caskey on May 12, 2008, 02:15:08 pm
Actually, I didn't mean rotation as in engine rotation, that does make a mess. What I mean is more like this:

Instead of:

Animation: Oh no, I'm getting suplexed!
Animation2: Oh no, I'm getting piledriven!
Animation3: Oh no, I'm getting body slammed!
Animation4: Oh no, I'm getting fireman's carried!
Animation5: Oh no, I'm getting a backbreaker!
Animation6: Oh no, I'm getting flapjacked!

See the problem? When it's time to make a new slam, you have to go and animate it for everyone, and even with these custom animations, you are still needing to bind everyone. It's double the work for no benefit.

Try this instead (note, these are still poses, not truly animations):

Animation1: I'm being lifted.
Animation2: I'm lifted flat.
Animation3: I'm being flipped over.
Animation4: I'm upside down!

Now combine them.

Northern Lights: Bind, Animation1, Animation2, Animation3, Animation4 + Damage, Quake, and toss away.
German Suplex: Bind + Flip, Animation1, Animation3, Animation4 + Damage, Quake, and toss away.

See how it works? This is how the pros do it. By mixing four to six generic poses and controlling which one is played in the attackers throw, you can make endless throws. The secret is that most throws are pretty much the same poses rotated and rehashed anyway. You're just changing the timing and sequence, so why do the entire animation over and over again? If you want to add another throw later, all the work is being done by the attacker. You don't even have to touch the defender, because it's already set up for you. It's less memory too, because only the attacker has extra text instead of every defender.

DC



Title: Re: Bug Archive
Post by: Orochi_X on May 12, 2008, 02:21:10 pm
Yeah , what he said!

It's also exactly how I advised you to do it while you were asking how others had achieved it.....  :bored:

A couple of other pointers for the less script savvy:

Make those single frame "animations" loop and give them a delay of 1. This will allow the thrower to interrupt the victim and change his anim at any point.

Also , change the animation after adjusting the the bind location.

I've already got the animationscripts and @cmds for these. I've already privately shared them with a couple of users and was going to post them up for everyone.......I think I'll get on that now!
Title: Re: Bug Archive
Post by: bWWd on May 13, 2008, 12:09:48 am
smartbomb hits all characters even your partners (second player) even if gameplay is fire friendly .It suppose to be like that ? My smartbomb hiting other players but i cant hit them cause i disabled this.
Also about this grab thing , it happens when i just keep my enemy ,npc can come closer and hit him/steal him from me , i never saw this before in beatem ups so im confused is it suppose to be like that.
Title: Re: Bug Archive
Post by: Bloodbane on May 16, 2008, 12:07:26 pm
smartbomb hits all characters even your partners (second player) even if gameplay is fire friendly .It suppose to be like that ? My smartbomb hiting other players but i cant hit them cause i disabled this.

Fire friendly? You mean from this:

type 0 0 1

If it is, bear in mind that those command is not working well. The last variable is not working completely! Even if it is, it only make player invincible instead. I don't know if it works against 2nd player and NPCs since it's broken.

Quote
Also about this grab thing , it happens when i just keep my enemy ,npc can come closer and hit him/steal him from me , i never saw this before in beatem ups so im confused is it suppose to be like that.

 Well, like I said, the AI is not good enough and if you are using script to make slams and throws, you don't have to worry about them breaking your slams.
 We need better AI though.

 To DC and OX: Why don't both of you open Crime Buster Script demo and see how I make slams there. I'm surprised you think that I'm still using the old trick.
Title: Re: Bug Archive
Post by: BonusJZ on June 03, 2008, 06:54:04 pm
I can confirm smartbomb issues.


Some ver.1933 bugs:

1. when switching to other player weapon character:

  a) stops blocking (he use anim for "block" but any incoming attack hit
      player as in idle or with thold was set to 0)
  b) "respawn"n animation don't work (player after death use "spawn" animation)

2. already reported (but for remembering this very important thing) "movea"
  don't work when entity is moved down ( in some circumstances its really
  handy to move entity by pixels)

3. If you use special (air super) with energycost (dragged for example from mp) and when
    you perform it and press again special - mp will be taken once more without breaking already played animation (so if you press button few times in that animation you can run out from all your mp)

4. Still not corrected game over screen bug

5. on Xbox when you try to change screen size - its change also video mode
  and you can not disable it (only be deleting saves)

6. bombs when hit the target disappear (even with "remove" set to 0) not
   finishing their animation to the end

7. in PsP movie mode go always out of sync (also there should be option to turn off frames display in menu (like fps) or remove it completely)

PS:

I think that should be option in video.txt to force mod to be run in default mode:
4 - all in 320x240
or is there already some way . Also please remove cheats option from menu

Title: Re: Bug Archive
Post by: Damon Caskey on June 03, 2008, 10:08:58 pm
  a) stops blocking (he use anim for "block" but any incoming attack hit...

I found this actually has to do with the model type. It seems only npc, enemy, and player types can block; "none", which is usually used for alt models can't. A temporary workaround is to make the alternate model "player" type and then use custom select screens to hide it from the player.

DC
Title: Re: Bug Archive
Post by: BonusJZ on June 03, 2008, 11:07:20 pm
Quote
A temporary workaround is to make the alternate model "player" type and then use custom select screens to hide it from the player.

For now I solve this be using counterframe in block animation (holdblock set to 1 , one frame animation set to loop)
Title: Re: Bug Archive
Post by: Damon Caskey on June 04, 2008, 08:11:05 am
That works too, and IIRC it's how ALL blocking is done in "Knights and Dragons". Only thing I don't like about that trick is that it allows "blocking" from both directions and doesn't trigger the didblockscript event, which I use extensively.

DC
Title: Re: Bug Archive
Post by: Bloodbane on June 04, 2008, 01:50:16 pm
2. already reported (but for remembering this very important thing) "movea"
  don't work when entity is moved down ( in some circumstances its really
  handy to move entity by pixels)

It's been there for some time. Forgot since when.

Quote
3. If you use special (air super) with energycost (dragged for example from mp) and when
    you perform it and press again special - mp will be taken once more without breaking already played animation (so if you press button few times in that animation you can run out from all your mp)

Are you using nocost or not?

Quote
4. Still not corrected game over screen bug

 Well, your gameover screen is less than 9 seconds right?

Quote
6. bombs when hit the target disappear (even with "remove" set to 0) not
   finishing their animation to the end

 Strange, my bombs play fine. And I don't think there would be difference between using script and tossframe.
Title: Re: Bug Archive
Post by: BonusJZ on June 05, 2008, 02:58:19 pm
That works too, and IIRC it's how ALL blocking is done in "Knights and Dragons". Only thing I don't like about that trick is that it allows "blocking" from both directions and doesn't trigger the didblockscript event, which I use extensively.

If iirc i was writing about using counter frame back on borgeneration and why its needed 1 frame in block with holdblock command also (or frames with delay 1)
Anyway - blocking in different character weapons should be corrected.
 
Quote
3. If you use special (air super) with energycost (dragged for example from mp) and when
    you perform it and press again special - mp will be taken once more without breaking already played animation (so if you press button few times in that animation you can run out from all your mp)

Are you using nocost or not?


Doesn't matter - its the same for both option (nocost 0/1)

Quote
4. Still not corrected game over screen bug

Well, your gameover screen is less than 9 seconds right?

I have try with 20 second and its not go automatically to high score screen

Quote
6. bombs when hit the target disappear (even with "remove" set to 0) not
   finishing their animation to the end

 Strange, my bombs play fine. And I don't think there would be difference between using script and tossframe.

More precisely its dynamite so its not hit players with attack2 animation (its bounce nicely few times on ground then explode) . Sooner that was working nicely (with remove 0) but now its try to use attack1 animation  if hits the entity breaking all effect

A and something more - if you don't use time on level (settime 0) mod will wait endlessly waiting for player to hit start/continue after losing last life

Title: Re: Bug Archive
Post by: Bloodbane on June 08, 2008, 02:21:52 pm
Quote
I have try with 20 second and its not go automatically to high score screen

 Actually it's OK with the setting I mentioned before. The only bug now is that it doesn't go to High Score screen. Don't worry though, OpenBoR won't crash if it's not skipped.

Quote
if you don't use time on level (settime 0) mod will wait endlessly waiting for player to hit start/continue after losing last life

 Oh that sounds like that bug again! CGRemakes has fixed it 3 years ago. Seems like the continue timer is also affected by level time.

Quote
More precisely its dynamite so its not hit players with attack2 animation (its bounce nicely few times on ground then explode) . Sooner that was working nicely (with remove 0) but now its try to use attack1 animation  if hits the entity breaking all effect

 If I don't get it wrong, are you saying dynamite continues playing IDLE even if it has touched the ground? regardless of bouncing.
Title: Re: Bug Archive
Post by: BonusJZ on June 10, 2008, 10:16:06 pm
Quote
If I don't get it wrong, are you saying dynamite continues playing IDLE even if it has touched the ground? regardless of bouncing.

No ....... all i try to say its that now engine force bomb to play attack2 whenever its hit entity and don't care if it already exploding/exploded on the ground (with attack1).
So for example if its hit entity in its last frame of ground explosion once again it will play air explosion
Title: Re: Bug Archive
Post by: Bloodbane on June 12, 2008, 05:51:45 am
 OH that one, OK let me check it.

 
Quote
if you don't use time on level (settime 0) mod will wait endlessly waiting for player to hit start/continue after losing last life

 I have discovered more about this. The real cause is because OpenBoR use level's time for continue time instead of certain time. If you give 80 time for a level, that's same time you'll have for continue.
Title: Re: Bug Archive
Post by: Bloodbane on June 18, 2008, 01:25:00 am
 I've checked the bomb bug and it's true, it plays ATTACK2 after hitting opponent although it has fallen to ground.

 Another bugs:
1. Frozen enemies revert their remap when grabbed by hero. I thought they lost their frozen state but apparently it's not. If they are hit by non-knockdown grabattacks, they fall down like in normal frozen state.
2. Projectiles with enemy type gives score to heroes even if they die with lifespan but only after interacting with hero. I know it's complicated but it's like that. Die with 'lifespan' means they die because of 'lifespan' setting. Interact with hero simply means the projectiles hit hero.

 About #2, those projectiles or any enemy should give score only if they are killed by hero. They shouldn't do that if they die by suicide.
Title: Re: Bug Archive
Post by: Bloodbane on July 07, 2008, 01:58:47 pm
 I've realized something about #2 above. Apparently that's because those projectiles are spawned with spawn script instead of shoot script.
Title: Re: Bug Archive
Post by: Bloodbane on July 20, 2008, 02:11:14 am
 I've just discovered this bug (see below).

 Notice the 'black smoke'? weird I know cause that's not how it should be. It's the old BoR Steam which usually use transparent effect. I think it's mentioned somewhere in BoR Edit manual but forgot where. Now it lost its transparency.

 I'm going to remake this effect since we have alpha feature now but at least I post this bug.
 Oh yes, my and my sister discovered bug where starting a game together will make credits setting to 'noshare' EVEN if the game mode is not set like that. I'm going to confirm this bug.
Title: Re: Bug Archive
Post by: bWWd on July 20, 2008, 02:16:01 am
Anybody using 2pspawn,3pspawn and 4pspawn commands ? They are all broken and dont spawn enemies but somehow my hitflashes appear on the stage ,one frame from my hit flash anim.So what happened ?
Title: Re: Bug Archive
Post by: Bloodbane on July 20, 2008, 02:47:07 am
 Ummm... are using them like 'spawn'? AFAIK they are flags which determine whether a spawned object is for 2 players, 3 players, 4 players or just 1 player.

 It should be used like this:

Quote
spawn   pizza
2pspawn 1
flip    1
coords   250 170
at   0

 
Quote
but somehow my hitflashes appear on the stage ,one frame from my hit flash anim.So what happened ?

 I have seen that kind of bug before but it happened when random thug spawner failed to spawn an enemy instead. Random thug spawner is an enemy I made with script BTW. I've solved this issue by loading the possible enemies together with this enemy though.
Title: Re: Bug Archive
Post by: bWWd on July 20, 2008, 03:57:22 am
Oh yeah i deserve a slap , its because i used quicksheet to search this command ,now it works of course :doh!: thanks.
Title: Re: Bug Archive
Post by: bWWd on July 21, 2008, 11:28:19 am
something weird is goin on with freespecials if i define input commands for freespecial1 2 3 then when i throw a tree while goin down the engine will crash , if i remove freespecial commands then its OK.I didnt do nothing , i just inserted ### before freespecials
#com U U A freespecial2
#com D D A freespecial3
And my problem was fixed.
Or maybe its mistake in weapon character cause he doesnt have defineed freespecials when hes holding tree?
---
Well i just tried and inserted freespecial commands and anims in weapon character but it crashes while goin down and throwing tree again
Title: Re: Bug Archive
Post by: bWWd on July 21, 2008, 08:47:49 pm
I tested it with version 1933 and i dont have any problems with it at all but new version crashed even with wolverine when i pressed down down attack and he doesnt have any freespecials with such commands.
Title: Re: Bug Archive
Post by: SX on July 22, 2008, 12:43:11 pm
I tested it with version 1933 and i dont have any problems with it at all but new version crashed even with wolverine when i pressed down down attack and he doesnt have any freespecials with such commands.

Yeah i fixed that bug.  Next release should be fine.  Max_Animations was not incremented by one.  Slight oversight which is now fixed.
Title: Re: Bug Archive
Post by: Bloodbane on July 23, 2008, 06:23:29 am
I'm going to remake this effect since we have alpha feature now but at least I post this bug.

  I cancelled the idea after discovering that it was caused by level's alternate palette. Since the steamer is only used in one level, I decided to give up the darker level palette instead of making new steamer.

Quote
Oh yes, my and my sister discovered bug where starting a game together will make credits setting to 'noshare' EVEN if the game mode is not set like that. I'm going to confirm this bug.

 And yes, it's confirmed! The bug is real.
Title: Re: Bug Archive
Post by: bWWd on July 23, 2008, 07:16:11 am
Thanks SX thats great :yeah!_1:
Title: Re: Bug Archive
Post by: Bloodbane on July 25, 2008, 01:11:44 pm
 Bug Report:
1. In levels with direction 'leftright' (I think 'left' too), 'bgspeed' is buggy. With that set, after scrolling left certain pixels, background starts to act funny. It still moves at that defined speed however background length shortens leaving blank space on the right. If I scroll to left again, the blank space is getting wider while bg length is getting shorter. Funny thing is if I scroll back to right, bg length extends while blank space gets shorter.
 Actually this happens in direction both too but it's much easier to see with direction 'left' or 'leftright'.
 I hope everybody understand that. If it's not clear enough, I'll make small demo to show it.

2. zmin and zmax settings in levels.txt is used by all levels after it including the ones in other game modes.
 For instance:

set     Mode1
credits 3
lives   5
nosame  1
cansave 0
file    data/levels/level1.txt
next
z       185 235 160
file    data/levels/level2.txt

set     Mode2
credits 3
lives   5
nosame  1
cansave 0
file    data/levels/levelx1.txt
next
file    data/levels/levelx2.txt

 z setting in Mode1 will also affect Mode2's levels.
Title: Re: Bug Archive
Post by: Bloodbane on August 01, 2008, 12:43:20 pm
 Another bug report:
1. In levels with direction both or rightleft, scrolling back sometime is limited to certain scrollpos (not sure the distance) as if there's blockade there. If I move couple pixels right, the blockade is gone. This blockade might come back again.
2. In levels with 'noreset 1', timer is not resetted after selecting player on continue. This is annoying if you continue in such levels cause you'll be using how much time is left for continue NOT level's time. To fix this, timer must be resetted to defined time limit in respective level regardless of 'noreset' setting.
Title: Re: Bug Archive
Post by: Mr.Q® on August 27, 2009, 10:57:47 am
I have problems with quakeframe in these latest devbuilds (check the post date in future reads in order to see what ver. I've just got).

*Everytime I set a long anim (say, 15 or more frames) with quakeframe, 1st time I try it it goes ok, but the 2nd time it doesnt.

*More about quakeframe: Can quakeframes be used on a per frame basis? The manual says:

Quote
quakeframe {frame} {loops} {intensity}
~Used to make screen shakes with certain intensity.
~{frame} determines at which frame the quake/shake starts.
~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.

~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
~Negative value works for this and the quake will be new style extreme quake.

How exactly works? I mean, it says I need to provide a frame for each quake...sth like this?

quakeframe 2 3 1
quakeframe 6 3 1
quakeframe 10 3 1
quakeframe 14 3 1

Or more like this?
quakeframe 2  6 10 14 3 1

Or this?
quakeframe 2 50 1
So it lasts for the rest of the anim and that's the only way for doing a similar effect?

Please don't mention script for solutions, I'm just asking for this specific feature...And don't forget about the 1 time quakeframe working and then nothing, too :cheers!:
Title: Re: Bug Archive
Post by: SX on August 27, 2009, 11:22:11 am
I have problems with quakeframe in these latest devbuilds (check the post date in future reads in order to see what ver. I've just got).

*Everytime I set a long anim (say, 15 or more frames) with quakeframe, 1st time I try it it goes ok, but the 2nd time it doesnt.

*More about quakeframe: Can quakeframes be used on a per frame basis? The manual says:

Quote
quakeframe {frame} {loops} {intensity}
~Used to make screen shakes with certain intensity.
~{frame} determines at which frame the quake/shake starts.
~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.

~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
~Negative value works for this and the quake will be new style extreme quake.

How exactly works? I mean, it says I need to provide a frame for each quake...sth like this?

quakeframe 2 3 1
quakeframe 6 3 1
quakeframe 10 3 1
quakeframe 14 3 1

Or more like this?
quakeframe 2  6 10 14 3 1

Or this?
quakeframe 2 50 1
So it lasts for the rest of the anim and that's the only way for doing a similar effect?

Please don't mention script for solutions, I'm just asking for this specific feature...And don't forget about the 1 time quakeframe working and then nothing, too :cheers!:


quakeframe 2 50 1

Is the correct usage.  I its possible but don't quote me to link animations together....  meaning the following....

play animation 1 with quakeframe then play animation 2 with quakeframe for that one and so on.....
Title: Re: Bug Archive
Post by: Mr.Q® on August 27, 2009, 11:39:16 am
I got the quakeframe  2 50 1 part, but the following part I don't think, what do you mean? sorry :p
Title: Re: Bug Archive
Post by: SX on August 27, 2009, 11:43:10 am
I thought we could link animations together... kind of like who we do for follows anims.  Each follow anim would then have quakeframe.
Title: Re: Bug Archive
Post by: Mr.Q® on August 27, 2009, 11:44:48 am
Oh I see. I thought you mean that problem I'm having, like getting the quakeframe working just 1 time and then nope, heh.
Title: Re: Bug Archive
Post by: Bloodbane on October 25, 2009, 12:42:20 am
 About some commands:
1.bgspeed {speed} {dir}
~Causes the background of the stage to scroll by automatically.
~{value} should be a number from 0 to 30 or so. 0 means no movement, 1 means slow movement, and anything above that means faster movement.
~{dir} controls the direction that the background moves in. 0 means right-to-left, 1 means left-to-right

 I've tried setting {dir} and instead of flipping background movement, it stops it. Any value other than 0 does that.
 Anybody ever use that 2nd parameter and works before?

2. music           {path} {offset}
at      {pos}

 This command works however I noticed that when it's executed, it spawned flash at upper left corner of screen, in 2D mod that is.

 It's similar if you type this:

2pspawn  {name}
at           {pos}

 which is invalid and causes flash or the very 1st entity loaded in models.txt to be spawned instead.

 Anybody else notices this?
Title: Re: Bug Archive
Post by: Mr.Q® on December 15, 2009, 02:18:39 pm
What about this:

nosame 1, 4 players.

1.- start a 4 players game, each player having a different character
2.- make one of them get killed by an enemy and don't continue
3.- make another player get killed and continue, then try to choose the character the previously killed player had
4.- you won't be able to use him :/


Title: Re: Bug Archive
Post by: Mr.Q® on December 17, 2009, 01:59:51 pm
Just bumping  >:D
Title: Re: Bug Archive
Post by: Bloodbane on December 30, 2009, 11:51:12 pm
1. music      {path}  {offset}

 Does {offset} setting works? I've tried setting file size as suggested by kbandressen but OpenBoR ignores it. In certain levels it works but mostly it doesn't.
 This bug exists from previous versions, at least from version 2322.
 Oh yeah, I should also inform that the music file I'm using is stereo.

2. For some reason, entity loses x velocity after reaching apex from being tossed with script. I don't understand why.

3. Now, shooting in Contra mod is broken. What I do is spawning type none entities with attackbox and set their velocity with script. The result is it can move up or down but can't move left or right at all.
 I'm going to try something at home and try latest version for now.
 EDIT: Nope, it's still not working.
Title: Re: Bug Archive
Post by: Plombo on December 31, 2009, 05:41:54 pm
Platform: Linux
Devbuild: 2618

Playing a mod from the "data" folder under Linux doesn't work.  When I put the same mod into a PAK file, it runs just fine.  The log says that it can't find font #1 when I run the mod from the data folder.

I think the problem here is that Linux is case sensitive.  This is a huge bug and needs to be fixed.

EDIT: I fixed this today in the Subversion repository - kind of.  As I thought, the problem was case sensitivity: the engine was looking for data/sprites/font1.GIF when the filename was data/sprites/font1.gif. This seems to fix all of the immediate problems, although filenames on Linux are still case-sensitive.  I have a Perl script that looks through all of the text files in a mod and fixes the file paths to work under Linux.  I'm considering releasing it publicly soon.

Anyway, the immediate problem has been solved.

EDIT 2: I fixed this completely a few days ago; Linux now uses an optimized case-insensitive search for files if they're not found by the regular case-sensitive check in the data folder.
Title: Icarus Bug
Post by: Bloodbane on January 11, 2010, 12:22:36 am
Icarus Bug

 Actually it's offscreenkill bug but it's more catchy with that name ;D.
 The bug causes entities to die if their altitude is over offscreenkill value. For instance, projectiles die immediately after fired at altitude more than 200 pixels. Entities OTOH dies instantly if they are 1000 pixels high.
 Even worse, if this bug hits player who is 1000 pixels above, other entities in the mod, onscreen or offscreen will be killed too.
 utunnels said offscreenkill only checks x and z not y (altitude) so this effect is definitely a bug.
Title: Re: Bug Archive
Post by: retroben on February 04, 2010, 08:29:36 pm
Version;OpenBOR wii 2658

Bug;random crash/reset

Game;Golden Axe Remake

How to make it happen again;choose a character and when it is loading it shows a picture of the first level

and at this time it freezes and eventually resets. Rendering it unplayable. :big_sad:
Title: Re: Bug Archive
Post by: Damon Caskey on February 04, 2010, 08:42:04 pm
Already known about. It's due to a change in the defense command, which only two modules used. An updated version is in the works. For now, sit tight.

DC
Title: Re: Bug Archive
Post by: Fightn Words on February 17, 2010, 02:51:43 pm
Speaking of alcohol...

I have an old bug I just noticed on Infection (no pun intended). It has to do with SecurePAK not liking my video.txt. It's the same one from back when I was first playing Night-Slashers X.

Examples:
Spoiler
(http://i45.tinypic.com/2d8kylw.png)

(http://i49.tinypic.com/2uongg3.png)

It's not a big deal, I just rename or remove (temporarily) the video.txt whenever I want to play a SecurePAK mod, I just figured I'd mention it.

As you can see, it stays in 8-bit color mode & 320X240 no matter what I do with the video.txt- unless it's not present, then the mod works as it should, even going to it's correct resolution.
Title: Re: Bug Archive
Post by: SX on February 17, 2010, 06:43:18 pm
I remember this issue.....  Your not running WinXP but Vista or Win7 right?  But when you say without video.txt you mean.....  You are not creating a empty data folder without video.txt right?  You only have the mod and thats all you are running.... correct?
Title: Re: Bug Archive
Post by: Fightn Words on February 17, 2010, 06:45:38 pm
Vista, yes. Also for the sake of argument I deleted the old config file.
Title: Re: Bug Archive
Post by: SX on February 17, 2010, 06:50:02 pm
I will look at the securepak code again...... but I remember not finding the cause of the issue....  Does anyone else see this issue on Vista?
Title: Re: Bug Archive
Post by: Fightn Words on February 17, 2010, 06:52:35 pm
Thanks for looking again.
Title: Re: Bug Archive
Post by: Demitri on February 17, 2010, 07:00:43 pm
Weird bug Fightn Words, in fact my mate have tested it on W7 without any problem.


Cheers.
Title: Re: Bug Archive
Post by: Plombo on February 17, 2010, 10:15:34 pm
I think I've just figured it out.  When I tried replacing levels.txt and running Infection, this was the log file when OpenBOR closed:
Code: [Select]
OpenBoR v3.0 Build 2695, Compile Date: Feb 17 2010

Game Selected: ./Paks/Infection.spk

Initialize Video.............. 480x272 (Mode: 1, Depth: 16 Bit)
Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound..............
Failed to load: data/sounds/block.wav

Loading sprites.............. Done!
Loading level order..........
********** An Error Occurred **********
*            Shutting Down            *

Total Ram: 894390272 Bytes
Free  Ram: 887226368 Bytes
Used  Ram: 7163904 Bytes

Release level data........... Done!
Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!

**************** Done *****************

Command ']i\UfU\c????cUd<UfU\c??\YfUc!' not understood in level order!

FW's problem is that OpenBOR is trying to decrypt the unencrypted video.txt file in the data folder.  And when the first video.txt it tries doesn't work, OpenBOR doesn't open the correct one at all and sticks with the defaults, which is why the mod is at 320x240.
Title: Re: Bug Archive
Post by: SX on February 17, 2010, 11:39:42 pm
I thought it was the other way around.... where he needed to use a local video.txt for it to work on his system... because the one included in the spk file was failing on him for whatever reason.
Title: Re: Bug Archive
Post by: Fightn Words on February 17, 2010, 11:45:01 pm
What it was-

SecurePak mod:
no video.txt (in the data folder) = runs the way you want it to run, normal colors, normal resolution
with video.txt = forces 8-bit color & 320X240

I'd wondered if that wasn't the problem since the engine somehow knew which resolution to put the mod at. Are SecurePak mods supposed to have their own video.txt by design? Well at any rate, thank you for figuring that out.

Title: Re: Bug Archive
Post by: SX on February 18, 2010, 01:20:32 am
Oh... yeah you shouldn't be overriding a spk's video.txt  especially a securepak mod... because all the data is encrypted and it would expect the video.txt to also be encrypted regardless if its in the pak or outside within a data folder.
Title: Re: Bug Archive
Post by: retroben on March 01, 2010, 10:44:47 pm
< I changed my profile

Got OpenBOR wii 2716 and it still doesn't work  >:(  :teary_eyed:  :'(
Title: Re: Bug Archive
Post by: Plombo on March 03, 2010, 11:13:15 pm
Huh? When did it stop working?  :(

Can you give more detail on how it's not working?
Title: Re: Bug Archive
Post by: Bloodbane on March 04, 2010, 03:00:03 am
 I have tried couple solutions and here are the results:

2. For some reason, entity loses x velocity after reaching apex from being tossed with script. I don't understand why.

 Seems like tossed entity reverts to its speed after reaching apex. It's solved by applying the tossing speed to entity's speed.
 I still wish some explanation why though.

Quote
3. Now, shooting in Contra mod is broken. What I do is spawning type none entities with attackbox and set their velocity with script. The result is it can move up or down but can't move left or right at all.

 Funny thing about this bug is that this doesn't happen with enemies. They can shoot type none entities fine.
 I solved this by using pshot type and apply shot speed to projectile speed.

 Icarus bug really breaks my vertical levels, literally I could even hear broken windows. I could solve it by setting offscreenkill but that means I can't use offscreenkill for real purpose :(.
Title: Re: Bug Archive
Post by: nsw25 on December 01, 2012, 07:13:04 pm
There is a bug with current engine build (3740) when i do a specific 'special' attack (attack and jump together) which causes enemies to freeze on screen it crashes the game. works fine in older engine releases. And nothing comes up in log report
Title: Re: Bug Archive
Post by: utunnels on December 01, 2012, 08:09:31 pm
Yeah, I see.

That is because the engine tries to set frozen map while the enemy doesn't have the corresponding remap.

I'll look into it.

-----------

BTW, are you using fmap for the enemy?
Title: Re: Bug Archive
Post by: nsw25 on December 01, 2012, 08:26:49 pm
Yeah, I see.

That is because the engine tries to set frozen map while the enemy doesn't have the corresponding remap.

I'll look into it.

-----------

BTW, are you using fmap for the enemy?

no im not, i tried to set up fmap before but did it wrong and couldnt get the hang of it. i want to though beacuse the enemies revert to original sprite colour when i freeze them even if they are a different remap. Is there a way to define a frozen animation in the character text file ?
Title: Re: Bug Archive
Post by: utunnels on December 01, 2012, 09:12:06 pm
Post a entity txt, let me see how do you set it up.

---------------------

Edit*

Nevermind.

If you are not using fmap you'd better set it to -1, otherwise it changes to default color table when frozen.

Title: Re: Bug Archive
Post by: nsw25 on December 01, 2012, 10:33:32 pm
Post a entity txt, let me see how do you set it up.

---------------------

Edit*

Nevermind.

If you are not using fmap you'd better set it to -1, otherwise it changes to default color table when frozen.

what do you mean ? so put in each enemy text file
fmap -1
Title: Re: Bug Archive
Post by: utunnels on December 01, 2012, 10:45:42 pm
Yeah, that should do the trick.
Title: Re: Bug Archive
Post by: Bloodbane on December 02, 2012, 12:20:07 am
 So will you fix this bug? freeze attacks work fine in previous build even though enemies don't have frozen map.

 While we are on subject of bugs, I'd like to report this too. This takedamagescript doesn't work right:

Code: [Select]
void main()
{// Blink effect script
    void self = getlocalvar("self"); //Get calling entity.
    int Health = getentityproperty(self,"health");

    if (Health > 0){
changeentityproperty(self, "colourmap", 1);
changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
    }
}

 Enemy did get its palette/map changed but it never reverts to previous palette/map.
Title: Re: Bug Archive
Post by: nsw25 on December 02, 2012, 02:03:51 am
Yeah, that should do the trick.

Thanks i can confirm fmap -1 works
Title: Re: Bug Archive
Post by: nsw25 on December 02, 2012, 01:50:24 pm
.
Title: Re: Bug Archive
Post by: nsw25 on December 05, 2012, 03:22:37 pm
Another bug i can report is my normal mode has 3 selectable characters. there are other select files which allow other playable characters, but once i have played another mode with another character they pop up in my normal mode even though they are not in that select file or allowselect.
Title: Re: Bug Archive
Post by: utunnels on December 05, 2012, 06:11:16 pm
If it is a default select screen, it can't be controlled by allowselect. To avoid that you need to use a select command before your first level in that mode and use skipselect to bypass the default one.
Also if you are using default save feature, once you load a game you are sent to a default select screen, so cansave 2 is recommended in this case.
Title: Re: Bug Archive
Post by: Bloodbane on December 05, 2012, 10:09:49 pm
 utunnels, are you still fixing the bug I mentioned in my post above? :)
 It's not fixed yet with latest build.

 And related to this, I have an enemy which crashed OpenBoR when trying to load it. Older build doesn't crash however.
 I tried tinkering enemy's text file and disabling some remaps saved me from crash. I don't understand why older build 'can' accept those remaps.
Title: Re: Bug Archive
Post by: utunnels on December 05, 2012, 11:02:29 pm
Yeah, I'll look into the script problem.

As for your another question, txt file please? Because I don't have this problem.
Title: Re: Bug Archive
Post by: maxman on December 06, 2012, 01:15:14 am
I was testing out on the 'blast' box but it can't recoil any entity especially enemies. I'm using 3738 I think. Is the 'blast' not functioning anymore?
Title: Re: Bug Archive
Post by: Bloodbane on December 06, 2012, 02:00:44 am
 It happens to these 2 enemies:
Spoiler
Quote
name          Chimera
health          700
speed          10
type          enemy
gfxshadow   1
blockodds    1
thold        49
turndelay    12
death       2
nodieblink    2
nolife     1
aggression   50
antigravity   100
defense      normal9 0 2000
hostile    player npc
candamage    player npc
animationscript   data/scripts/boss.c

lifebarstatus   240 5 0 1 0 -300 -300 -300 -300
lifeposition   56 198
nameposition   89 213
iconposition   -63 185

load      FlameT

icon          data/chars/chimera/Bicon.gif
icondie        data/chars/chimera/Bicond.gif
diesound       data/chars/chimera/sounds/die.wav
fmap 1

remap   data/chars/chimera/idle03.gif   data/chars/chimera/freeze.gif
remap   data/chars/chimera/idle00.gif   data/chars/chimera/alter01.gif

Quote
name      Manticore
health      400
speed      10
type      enemy
gfxshadow   1
blockodds   1
thold      49
turndelay   12
death      2
nodieblink   1
nolife      1
aggression   25
defense    normal9 0 2000
hostile      player npc
candamage   player npc
animationscript   data/scripts/boss.c

lifebarstatus   240 5 0 1 0 -300 -300 -300 -300
lifeposition   56 198
nameposition   89 213
iconposition   -63 185

load      thorn

icon      data/chars/mantico/Bicon.gif
icondie      data/chars/mantico/Bicond.gif
diesound   data/chars/mantico/sounds/die.wav
fmap      1

remap   data/chars/mantico/idle00.gif   data/chars/mantico/freeze.gif
remap   data/chars/mantico/idle00.gif   data/chars/mantico/alter01.gif

 Dunno if these 2 texts are enough.
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